gaming machines
The gaming machine enhances player satisfaction through varied gaming states, special games, and performance displays, addressing the need for exciting gameplay experiences.
Patent Information
- Application Number
- JP2023097344
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-06-13
- Publication Date
- 2025-11-17
- Estimated Expiration
- 2043-06-13
AI Technical Summary
Gaming machines lack the ability to provide players with a sense of satisfaction and excitement, particularly in transitions between gaming states.
A gaming machine that includes a gaming area with movable gaming media, lottery mechanisms for special symbol lotteries, state control for transitioning between multiple gaming states, special game execution, performance display, and a memory area to retain performance information, enhancing player engagement through varied and rewarding gameplay experiences.
The machine provides players with a heightened sense of satisfaction by offering multiple gaming states, special games, and performance displays, creating an impression of continuous profit and enhanced gameplay value.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] A known gaming machine is a pachinko gaming machine, which includes a gaming area in which gaming balls (gaming value) move and a launching device that launches gaming balls into the gaming area. The pachinko gaming machine includes a starting port provided in the gaming area, and when a gaming ball is detected entering the starting port, a special symbol lottery is held. If the result of the special symbol lottery is a jackpot, the gaming state transitions to a special gaming state, and multiple special games are played in the special gaming state. In each special game, a large prize opening provided in the gaming area opens, and gaming balls are paid out based on the entry of the gaming ball into the large prize opening.
[0003] In addition, some gaming machines of this type transition between multiple gaming states, including a normal state, and the normal state is a morning state that is more advantageous to the player than a predetermined time-saving state (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Publication No. 2023-43790 Summary of the Invention [Problem to be solved by the invention]
[0005] Incidentally, gaming machines are required to give players a sense of satisfaction.
[0006] The present invention has been made in consideration of the above circumstances, and has as its object to provide a gaming machine that can give players a sense of satisfaction. [Means for solving the problem]
[0007] In order to achieve the above object, the gaming machine of the present invention comprises: A gaming machine having a gaming area (gaming area 4) in which gaming media move, and in which gaming media are released into the gaming area in response to a player's operation, the gaming machine having lottery means (special symbol lottery means 230), state control means (game state transition control means 250), special game execution means (special game execution means 260), presentation control means (presentation control means 300), and a specific memory area (specific memory area 304), The lottery means performs a first lottery (a first special symbol lottery) based on the game medium entering a first area (a first starting hole 46) provided in the game area, and performs a second lottery (a second special symbol lottery) based on the game medium entering a second area (a second starting hole 49) provided in the game area, The state control means controls the transition of a gaming state between a plurality of gaming states including a normal gaming state (normal state), a first specific gaming state (time-shortened state), a second specific gaming state (slightly time-shortened state), and a special gaming state; The special game execution means controls the execution of the special game in the special game state, and in the special game, a specific movable object (special device 56) operates in a state in which a game medium can enter a predetermined area (big prize opening 50) provided in the game area, The performance control means controls the execution of performance on the performance display device (liquid crystal display 32), The state control means When a specific result is obtained in the first lottery or the second lottery, the gaming state can be transitioned to the special gaming state, and after the special gaming state ends, the gaming state can be transitioned to the first specific gaming state; When a predetermined condition is met in the first specific gaming state, the first specific gaming state can be ended and the gaming state can be transitioned to the normal gaming state, When a first result (C time reduction 2) is obtained in the first lottery in the normal gaming state, the gaming state can be transitioned to the first specific gaming state, When a second result (C time reduction 1) is obtained in the first lottery in the normal gaming state, the gaming state can be transitioned to the second specific gaming state, In the second specific gaming state, even if the first result is obtained in the first lottery, the gaming state is not shifted to the first specific gaming state, The effect control means is capable of displaying, on the effect display device in the first specific game state, performance information based on the fact that the special game has been executed in the special game state to which the transition has been made after the specific result has been obtained in at least the first specific game state; the specific memory area is capable of retaining information relating to the performance information, and is configured to retain information relating to the performance information displayed at the end of the first specific gaming state; The presentation control means is capable of displaying the performance information based on the information stored in the specific memory area when the first result is obtained in the normal gaming state after the end of the first specific gaming state and a transition is made to the first specific gaming state.
[0008] In the first specific game state, performance information based on the execution of a special game can be displayed. Furthermore, after the first specific game state ends, the game transitions to the normal game state, and if a first result is obtained in the normal game state, the game transitions to the first specific game state. Furthermore, once the first specific game state ends and the game transitions to the first specific game state via the normal game state, performance information based on information stored in a specific memory area is displayed. By displaying this performance information, the player can perceive a series of periods in which the first specific game state is repeatedly executed via other game states as continuing without interruption. Furthermore, since performance information based on information stored at the end of the previous first specific game state is displayed (the amount of performance information carried over), the value (number) indicated by the performance information is more likely to be a relatively large value (number). This can give the player the impression that they have earned a large amount of profit during the series of periods. This provides a gaming machine that can give players a sense of satisfaction. [Effects of the Invention]
[0009] According to the present invention, a gaming machine that can give players a sense of satisfaction can be provided. [Brief explanation of the drawings]
[0010] [Figure 1] 1 is a perspective view showing an example of an amusement machine according to an embodiment of the present invention, illustrating its external configuration. [Figure 2] FIG. 2 is a front view showing the external configuration of the gaming machine. [Figure 3] FIG. 2 is a front view showing the external configuration of the game board. [Figure 4] FIG. 2 is a front view showing the external configuration of the status display unit according to the first embodiment. [Figure 5] FIG. 2 is a block diagram showing the general configuration of the gaming machine. [Figure 6] FIG. 10 is a diagram showing the jackpot lottery table. [Figure 7] FIG. 10 is a diagram showing a symbol lottery table. [Figure 8] FIG. 10 is a state transition diagram of the game state. [Figure 9] This is a diagram to explain the display of the performance patterns and reserved patterns. [Figure 10] This is a diagram to explain the winning effects and time-saving effects. [Figure 11] FIG. 10 is a diagram for explaining a time-saving end image. [Figure 12] This is a diagram to explain the preparation performance. [Figure 13] FIG. 10 is a diagram for explaining the special effects. [Figure 14] This is a diagram to explain the pre-reading effect. [Figure 15] This is a diagram to explain the restrictions on the pre-reading performance. DETAILED DESCRIPTION OF THE INVENTION
[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In the following description, "front and rear" basically means that when a player is in front of a gaming machine, the player side is "front" and the gaming machine side is "rear," "up and down" means the top side of the gaming machine is "up" and the bottom side is "down," and "left and right" means the left-hand side of a player playing on the gaming machine is "left" and the right-hand side is "right."
[0012] Unlike conventional pachinko gaming machines, the gaming machine 1 of this embodiment allows a player to play without touching the gaming balls. The gaming machine 1 is an enclosed circulation type in which a certain number of gaming balls (gaming media) circulate inside the gaming machine. The gaming machine 1 is also a gaming machine in which gaming value is used as electronic information, and the gaming value is consumed and paid out through play. In the gaming machine 1, paying out gaming value means electronically paying out (granting) the gaming value. Note that the invention according to this embodiment is not limited to the gaming machine 1 and can also be applied to conventional pachinko gaming machines, i.e., pachinko gaming machines in which a player can physically touch gaming balls and gaming balls are paid out to a tray when the gaming balls enter a predetermined winning slot.
[0013] FIG. 1 is a perspective view showing the exterior configuration of a gaming machine according to this embodiment. The gaming machine of this embodiment includes an outer frame 2 that forms the exterior surface of the gaming machine, a gaming board 6 that is provided inside the gaming machine and forms a gaming area 4 in which gaming balls move, an inner frame 7 that holds the gaming board 6, a glass unit 8 that makes the gaming board 6 visible but inaccessible to players, and a front frame 10 to which the glass unit 8 is attached. The inner frame 7 is attached to the outer frame 2 via a hinge mechanism so as to be able to open and close. The front frame 10 is also attached to the inner frame 7 via a hinge mechanism so as to be able to open and close. The inner frame 7 (and the front frame 10) can be opened and closed between a closed position (closed state) that closes the opening of the outer frame 2 and an open position (open state) that opens the opening of the outer frame 2.
[0014] The portion of the front frame 10 surrounding the glass unit 8 is made of a translucent material that transmits light, and inside the portion made of the translucent material are provided a plurality of front frame lamps 12 that output light effects to enhance the game. In addition, speakers 14 (sound output means) that output sounds to enhance the game are provided on the left and right sides of the lower part of the front frame 10.
[0015] A grip unit 20 (handle) is provided on the lower right side of the front frame 10, and when a player rotates the grip unit 20 clockwise toward the gaming machine, a launcher (not shown) provided inside the gaming machine is activated, launching gaming balls into the gaming area 4. The launcher of this embodiment can launch 99 gaming balls per minute (1.65 balls per second).
[0016] The front frame 10 is provided with a performance button 26 (performance operation means), and when the player operates the performance button 26, the performance performed in the gaming machine changes.
[0017] As shown in FIG. 2, a dedicated unit 400 (game value lending device, specified device) that lends game value is provided on the side (left side) of the gaming machine 1 and is connected to the gaming machine 1. The front of the dedicated unit 400 is provided with a bill insertion slot 406 into which bills can be inserted, a card insertion / ejection slot 402 into which a card (game value management medium) can be inserted / ejected, a lending button (lending operation means) 403, a replay button (lending operation means) 404, and a card return button 405. The card is used to manage the number of game values owned by the player. In other words, the number of game values owned by the player can be ascertained by the card. The card may also be capable of storing a prepaid balance. In addition, the management of the number of play values by card may be performed by storing the number of play values on the card itself, or by storing the number of play values in a designated management device installed in an amusement facility, etc., and linking the number of play values stored in the management device, etc. with identification information stored on the card (such as the player's ID or an identification number unique to each card).
[0018] In the dedicated unit 400, an operation (pressing operation) on the lending button 403 is accepted as a lending operation (game value transfer operation) for transferring game value to the gaming machine 1. When the lending button 403 is pressed, a predetermined number (for example, 125) of game value is credited to the gaming machine 1 by consuming a stored value stored as a prepaid balance on a bill inserted into the bill insertion slot 406 or a card. In addition, in the dedicated unit 400, an operation (pressing operation) on the replay button 404 is accepted as a lending operation (game value transfer operation) for transferring game value to the gaming machine 1. When the replay button 404 is pressed, a predetermined number (for example, 125) of game value is credited to the gaming machine 1 by consuming game value owned by the player and managed by the card (game value linked to the card). In other words, in this embodiment, an operation on the lending button 403 or the replay button 404 as a lending operation means is accepted as a lending operation (a game value transfer operation), and based on the lending operation, a predetermined amount of game value is transferred (lent) from the dedicated unit 400 to the gaming machine 1.
[0019] As shown in FIG. 1, a game value number display device (game ball number display device) 211 and a counting button (counting operation means) 212 are provided on the left side of the front frame 10 (the dedicated unit 400 side). Based on the lending operation in the dedicated unit 400, in the gaming machine 1, a value equivalent to a predetermined number of game values is stored in a game value number memory area of the frame control board 201 described below. Hereinafter, the value (stored value) indicated in the game value number memory area will be referred to as the "number of balls in possession" (number of balls in possession). The number of balls in possession can be said to be the number of game values that can be used for playing. The number of balls in possession is displayed on the game value number display device 211. The game value number display device 211 has a 6-digit 7-segment display, and the number of balls in possession is displayed by the 7-segment display.
[0020] The gaming machine 1 is equipped with a frame control board 201 (see FIG. 5), which controls the value (number of held balls) stored in the game value number storage area. The frame control board 201 decreases the number of held balls when a game ball is detected to be launched. The frame control board 201 also increases the number of held balls when a prize ball is paid out. The frame control board 201 also increases the number of held balls when a foul ball is detected. When game value is transferred from the dedicated unit 400 to the gaming machine 1, the frame control board 201 also increases the number of held balls by the amount of game value to be transferred. When game value is transferred from the gaming machine 1 to the dedicated unit 400, the frame control board 201 also decreases the number of held balls by the amount of game value to be transferred. The frame control board 201 also controls the display of the number of held balls on the game value number display device 211, and changes the display content of the game value number display device 211 according to the increase or decrease in the number of held balls.
[0021] The counting button 212 is a button that is operated when transmitting (returning, transferring) all or part of the number of balls held (the game value stored in the game value number storage area) to the dedicated unit 400. The counting button 212 has a pressing portion (operation portion) that is formed so that it can be pressed. When the player wants to end a game, for example, the player operates (presses) the counting button 212 as a counting operation (return operation). When the counting button 212 is operated, a predetermined number of game values are transferred from the gaming machine 1 to the dedicated unit 400. After the game value has been transferred to the dedicated unit 400, when an operation (presses) is performed on the card return button 405 of the dedicated unit 400, a card that enables the number of game values owned by the player to be determined is ejected from the dedicated unit 400 (card insertion / ejection port 402).
[0022] 3 is a front view showing the external configuration of the gaming board 6. A circular outer rail 28 is provided on the gaming board 6, and the area surrounded by the outer rail 28 is the gaming area 4 in which gaming balls move. An arc-shaped inner rail 30 is provided on the left end of the gaming area 4 so as to follow the outer rail 28, and the outer rail 28 and inner rail 30 guide gaming balls launched from a launcher (not shown) provided below the gaming board 6 into the gaming area 4.
[0023] At the center of the game board 6, there is provided a liquid crystal display 32 (effect display device, display means) that displays effect images and the like to enhance the game, and an effect unit 36 that includes a display frame 34 formed to surround the liquid crystal display 32. Above the center of the liquid crystal display 32, there is provided a lighting device 38 (lighting means) that constitutes the effect unit 36 and outputs effect light and the like to enhance the game.
[0024] In this embodiment, the game balls cannot pass in front of the liquid crystal display 32, and the game balls launched from the launching device fall into the game area 4a on the left side or the game area 4b on the right side of the liquid crystal display 32. In addition, in the game area 4, many game nails (not shown) are nailed so as to intersect with the surface of the game board 6, and the moving direction of the game balls moving in the game area 4 changes randomly.
[0025] An opening 40 is formed on the left side of the display frame 34, through which game balls falling in the game area 4a on the left side of the liquid crystal display 32 can pass, and game balls that pass through this opening 40 pass through a passage 42 provided in the display frame 34 and fall onto a stage 44 provided below the liquid crystal display 32. The top surface of this stage 44 is smoothly curved, and a gap is formed between the stage 44 and the glass unit 8, allowing game balls to fall downward from the stage 44, so that game balls that fall onto the stage 44 from the passage 42 move back and forth on the stage 44 before falling downward from near the center of the stage 44.
[0026] A first start opening 46 (first area) is provided below the center of the stage 44, through which game balls (including game balls that have fallen downward from near the center of the stage 44) can enter. A first start opening switch 100 (see FIG. 5) that detects game balls that have entered the first start opening 46 is disposed within the first start opening 46. When the first start opening switch 100 detects a game ball (entry of a game ball into the first start opening 46), it outputs a detection signal to the main control board 200. Based on the detection signal input from the first start opening switch 100, the main control board 200 executes a first special symbol lottery (first lottery) as a special symbol lottery. Based on the detection signal input from the first start opening switch 100, the main control board 200 executes the payout of prize balls. Game balls that have entered the first start opening 46 are collected inside the gaming machine.
[0027] To the left of the first starting opening 46 in the gaming area 4, multiple (three) general winning openings 47 (upper left general winning opening 47a, middle left general winning opening 47b, and lower left general winning opening 47c) are provided. The gaming board 6 is also provided with a general winning opening switch 101 (see FIG. 5) that detects a gaming ball that has entered the upper left general winning opening 47a, middle left general winning opening 47b, or lower left general winning opening 47c. When the general winning opening switch 101 detects a gaming ball (entry of a gaming ball into the upper left general winning opening 47a, middle left general winning opening 47b, or lower left general winning opening 47c), it outputs a detection signal to the main control board 200. The main control board 200 then pays out prize balls based on the detection signal input from the general winning opening switch 101. One general prize opening switch 101 may be provided for each of the upper left general prize opening 47a, the center left general prize opening 47b, and the lower left general prize opening 47c, or only one may be provided for multiple (for example, three) general prize openings 47. Furthermore, in addition to the upper left general prize opening 47a, the center left general prize opening 47b, and the lower left general prize opening 47c, general prize opening switches corresponding to these general prize openings may also be provided.
[0028] A passage gate 48 through which gaming balls pass without being collected inside the gaming machine is provided in the gaming area 4b on the right side of the liquid crystal display 32. A gate switch 102 (see FIG. 5) that detects the passage of a gaming ball is also provided inside the passage gate 48. When the gate switch 102 detects a gaming ball (passage of the gaming ball through the passage gate 48), it outputs a detection signal to the main control board 200. Based on the input of the detection signal from the gate switch 102, the main control board 200 executes a normal symbol lottery that determines whether a normal win has been won.
[0029] In the gaming area 4b to the right of the liquid crystal display 32, a second start opening 49 (second area) is provided below the passage gate 48. A second start opening switch 103 (see FIG. 5) that detects a gaming ball that has entered the second start opening 49 is also provided within the second start opening 49. When the second start opening switch 103 detects a gaming ball (entry of a gaming ball into the second start opening 49), it outputs a detection signal to the main control board 200. Furthermore, the main control board 200 executes a second special symbol lottery (second lottery) as a special symbol lottery based on the input of the detection signal from the second start opening switch 103. Furthermore, the main control board 200 executes the payout of prize balls based on the input of the detection signal from the second start opening switch 103. Furthermore, the gaming ball that has entered the second start opening 49 is collected inside the gaming machine.
[0030] The second starting opening 49 is provided with a normal role device 54 (first movable object) that can move between a reduced state (closed state) in which it is difficult for a gaming ball to enter the second starting opening 49 (a state in which it is difficult for a gaming ball to enter the second starting opening 49), and an expanded state (open state) in which it is easy for a gaming ball to enter (a state in which it is easy for a gaming ball to enter the second starting opening 49). The normal role device 54 has a built-in drive device such as a solenoid, and is controlled to enter the expanded state under predetermined conditions when a normal win is won in the normal symbol lottery.
[0031] A special prize opening 50 (third area, predetermined area) is provided in the game area 4b on the right side of the liquid crystal display 32. A count switch 104 (see FIG. 5) that detects game balls that enter the special prize opening 50 is provided within the special prize opening 50. When the count switch 104 detects a game ball (entry of a game ball into the special prize opening 50), it outputs a detection signal to the main control board 200. The main control board 200 pays out prize balls (for example, 15 balls) based on the detection signal input from the count switch 104. The main control board 200 counts the number of game balls that enter the special prize opening 50 based on the detection signal input from the count switch 104. The game balls that enter the special prize opening 50 are collected inside the gaming machine.
[0032] The large prize opening 50 is provided with a special device 56 (second movable object, specific movable object) that can move between a closed state (non-entry state) in which gaming balls cannot enter the large prize opening 50 and an open state (entry state) in which gaming balls can enter. The special device 56 has a built-in drive device such as a solenoid, and is controlled to open under predetermined conditions in a special game state that starts when a large prize is won in the special pattern lottery (first special pattern lottery or second special pattern lottery). The special device 56 is also controlled to open under predetermined conditions in a small prize game state that starts when a small prize is won in the special pattern lottery (second special pattern lottery).
[0033] The large prize opening 50 is provided with a specific area (not shown), a discharge area (not shown), and a distribution means (not shown) that distributes gaming balls that enter the large prize opening 50 to either the specific area or the discharge area. A specific area switch 107 (see FIG. 5) is disposed in the specific area. The specific area switch 107 outputs a detection signal to the main control board 200 based on the detection of a gaming ball passing through the specific area (passage of a gaming ball through the specific area). The distribution means can be switched between a specific area passing state in which gaming balls that enter the large prize opening 50 are distributed to the specific area, and a non-specific area passing state in which gaming balls that enter the large prize opening 50 are distributed to the discharge area. In other words, when the distribution means is switched to the specific area passing state, gaming balls that enter the large prize opening 50 are distributed to the specific area. This prevents gaming balls that enter the large prize opening 50 from passing through the discharge area. On the other hand, when the distribution means is displaced to the non-specific area passing state, a gaming ball that enters the large prize opening 50 is distributed to the discharge area. This makes it impossible for a gaming ball that enters the large prize opening 50 to pass through the specific area. The distribution means is displaced by the specific area solenoid. A gaming ball that enters the large prize opening 50 is first detected by the count switch 104, and then distributed by the distribution means to either the specific area or the discharge area, and after passing through that area, is discharged to the discharge path. At this time, the gaming ball distributed to the specific area is detected by the specific area switch 107.
[0034] An outlet 62 is provided at the bottom of the game area 4 to collect game balls that fall through the game area 4 without entering any of the winning openings 46, 47, 49, and 50 into the game machine. A discharge path (not shown) is provided inside the game machine through which game balls collected (discharged) from the game area 4 pass. This game machine is configured so that all game balls shot into the game area 4 (all game balls collected from the game area 4) pass through the discharge path. That is, game balls shot into the game area 4 are collected from the game area 4 and flow into the discharge path by entering any of the winning openings 46, 47, 49, and 50 or passing through the outlet 62. Specifically, game balls that enter each of the winning openings 46, 47, 49, and 50 are detected by switches 100, 101, 103, and 104 disposed in the winning openings, and then guided to the discharge path. Furthermore, the gaming balls collected from the outlet 62 are guided to the discharge path. An out switch 106 (see FIG. 5) is disposed in the discharge path. When the out switch 106 detects a gaming ball passing through the discharge path (discharge of a gaming ball from the gaming area 4), it outputs a detection signal to the main control board 200. Furthermore, the main control board 200 counts the number of gaming balls discharged from the gaming area 4 based on the input of the detection signal from the out switch 106.
[0035] The game ball launching device is configured so that the launch output of the game ball can be changed by adjusting the amount of rotation of the grip unit 20 (handle) shown in Figure 1; when the amount of rotation of the grip unit 20 is small, the game ball is launched so that it falls in the game area 4a (first game area 4a, left-hitting area) on the left side of the LCD display 32; when the amount of rotation of the grip unit 20 is large, the game ball is launched so that it falls in the game area 4b (second game area 4b, right-hitting area) on the right side of the LCD display 32.
[0036] The player adjusts the amount of rotation of the grip unit 20 depending on the game situation, and launches the game ball so that it falls through the left-side game area 4a or passes through the opening 40, the passage 42, and the stage 44 to win in the first start opening 46 (left hit), or launches the game ball so that it falls through the right-side game area 4b and passes through the passage gate 48 or wins in the second start opening 49 or wins in the big prize opening 50 (right hit). In this embodiment, left hit may be called the first game method, and right hit may be called the second game method.
[0037] In the gaming machine of this embodiment, when a gaming ball falls through the left-side gaming area 4a, the gaming ball does not pass through the passing gate 48, and the gaming ball does not enter (win) the second start opening 49 or the large prize opening 50. In addition, when a gaming ball falls through the right-side gaming area 4b, the gaming ball does not enter the first start opening 46 or the general prize opening 47.
[0038] As shown in FIG. 3, a status display unit 70 is provided at the lower right of the gaming board 6, outside the gaming area 4, for indicating various states of the gaming machine by turning on and off lamps or the like.
[0039] 4 is a front view showing the external configuration of the status display unit 70. The status display unit 70 is provided with a normal symbol display unit 72, a normal hold display unit 74, a first special symbol display unit 76, a first special hold display unit 78, a second special symbol display unit 81, a second special hold display unit 82, and a game status display unit 84.
[0040] The normal symbol display unit 72 is composed of two lamps, and when a normal symbol lottery is held, the normal symbol is displayed in a variable manner by flashing the two lamps, and the normal symbol is displayed in a static manner by turning on or off the two lamps, thereby displaying the result of the normal symbol lottery.
[0041] The normal hold display unit 74 is composed of two lamps, and displays the normal hold number corresponding to the number of the reserved random number values for the normal pattern lottery when the random number values for the normal pattern lottery are reserved because the normal pattern lottery cannot be held even if the random number values for the normal pattern lottery are obtained, such as when the normal pattern is already being displayed in a changing or stopped state when the game ball passes through the passing gate 48, and displays the normal hold number from 0 to 4 by combining turning on, turning off, or flashing the two lamps.
[0042] The first special pattern display unit 76 is composed of a 7-segment display, and when a first special pattern lottery is held by a gaming ball entering the first starting hole 46, the 7-segment display is made to flash to display the first special pattern in a variable manner, and the 7-segment display is made to light up in one of a plurality of modes to display the first special pattern in a static manner, thereby displaying the result of the first special pattern lottery.
[0043] The first special reserve display unit 78 is composed of two lamps, and displays a first special reserve number corresponding to the number of reserved first special random number values when the first special pattern or second special pattern is already being displayed in a variable or stopped state at the time the game ball enters the first starting hole 46, and the random number value for the special pattern lottery is reserved as the first special random number value because a special pattern lottery cannot be held even if the random number value for the special pattern lottery (lottery information) is obtained, and displays 0 to 4 first special reserve numbers by combining turning on, turning off, or flashing the two lamps.
[0044] The second special pattern display unit 81 is composed of a 7-segment display, and when a second special pattern lottery is held by a gaming ball entering the second starting hole 49, the 7-segment display is made to flash to display the second special pattern in a variable manner, and the 7-segment display is made to light up in one of a plurality of modes to display the second special pattern in a static manner, thereby displaying the result of the second special pattern lottery.
[0045] The second special reserve display unit 82 is composed of two lamps, and displays a second special reserve number corresponding to the number of the reserved second special random number value when the first special pattern or the second special pattern is already being displayed in a variable or stopped state at the time the game ball enters the second starting hole 49, and the random number value for the special pattern lottery is reserved as the second special random number value because a special pattern lottery cannot be held even if the random number value for the special pattern lottery is obtained, and displays 0 to 4 second special reserve numbers by combining turning on, turning off, or flashing the two lamps.
[0046] The game status display unit 84 is composed of six lamps, and displays the type of game status currently set by combining the lighting, extinguishing, or flashing of the six lamps. As will be described in detail later, in this embodiment, as shown in FIG. 8, multiple game statuses can be set, including a normal status, a slightly time-saving status, a time-saving status, and a special game status. In the time-saving status, the time for the first special symbol or the second special symbol to fluctuate is shortened compared to the normal status and the slightly time-saving status, and the opportunity to execute the special symbol lottery occurs more frequently.
[0047] 5 is a functional block diagram of the gaming machine of this embodiment. The gaming machine of this embodiment is controlled by a control board including a main control board 200 (main control means), a sub-control board 202 (sub-control means), and a frame control board 201. The functions of the main control board 200, the sub-control board 202, and the frame control board 201 are realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), ROM (an example of an information storage medium), or RAM, or by software consisting of a given program pre-stored in ROM, etc.
[0048] The main control board 200 receives input signals from input means such as the gate switch 102, the first start port switch 100, the second start port switch 103, the general winning port switch 101, the count switch 104, the out switch 106, and the specific area switch 107, performs various calculations to execute the game, and controls the operation of output means such as the normal device 54 and the special device 56 based on the calculation results.
[0049] The sub-control board 202 receives signals sent from the main control board 200 and input signals from the effect button switch 150, performs various calculations to execute effects that match the progress of the game, and based on the calculation results, controls the operation of effect devices such as the front frame lamp 12, speaker 14, LCD display 32, and lighting device 38.
[0050] The frame control board 201 receives signals sent from the main control board 200 and input signals from the counting button 212, controls the number of balls held (number of game balls), and controls the game value number display device 211, etc. The frame control board 201 is capable of bidirectional communication with the main control board 200.
[0051] The main control board 200 is configured to include a random number generating means 210, a normal symbol lottery means 220, a normal display control means 222, a normal device control means 224, a special symbol lottery means 230 (lottery means), a special display control means 240, a game state transition control means 250 (state control means), a special game execution means 260, a payout control means 270, a communication control means 280, and a main memory 290.
[0052] The random number generating means 210 is a means for generating random numbers for the lottery, and is realized by a random number generator that generates hardware random numbers, or a program that generates software random numbers. Software random numbers can be generated, for example, based on the count value of an increment counter (a counter that counts numbers so as to circulate within a predetermined count range). Note that in this embodiment, the term "random number value" includes not only values that are generated randomly in the mathematical sense, but also values that are generated regularly but can actually function as random numbers because the timing of their acquisition is irregular.
[0053] The normal symbol lottery means 220 acquires a random number value for the normal symbol lottery from the random number generating means 210 based on the input of a detection signal from the gate switch 102 that detects each game ball passing through the passage gate 48, stores the random number value for the normal symbol lottery in the normal random number storage means 2912 of the main memory 290, and performs a normal symbol lottery to determine whether or not a normal win has been won based on the random number value for the normal symbol lottery read from the normal random number storage means 2912.
[0054] In detail, the normal random number memory means 2912 has four normal reserve memory areas, normal reserve memory area 1 to normal reserve memory area 4, which are memory areas for storing the acquired random number values for the normal pattern lottery, and one normal reserve memory area is provided as a memory area for storing the random number values for the normal pattern lottery that are read from normal reserve memory area 1 and used to draw the normal pattern until the changing and stopping display of the normal pattern ends. Then, when normal pattern lottery means 220 acquires the random number value for normal pattern lottery from random number generating means 210, if the random number value for normal pattern lottery is not stored in any of normal reserve memory areas 1 to 4, it first stores the acquired random number value for normal pattern lottery in normal reserve memory area 1. Then, at the time the random number value for normal pattern lottery is stored in normal reserve memory area 1, if the normal pattern is not being displayed variably or stationarily, that is, if the random number value for normal pattern lottery is not stored in the normal reserve memory area and control to open normal role device 54 is not being executed, it immediately reads out the random number value for normal pattern lottery from normal reserve memory area 1 and performs a normal pattern lottery, and stores the random number value for normal pattern lottery used in the normal pattern lottery in the normal reserve memory area. On the other hand, when the normal symbol is being displayed in a variable or stationary manner, that is, when the random number value for the normal symbol lottery is stored in the normal reserve memory area or when control to open the normal device 54 is being executed, the random number value for the normal symbol lottery is reserved in the normal reserve memory area 1.
[0055] Then, when a random number value for the normal pattern lottery is reserved in the normal reserve memory area 1 and a detection signal is input from the gate switch 102 to obtain a random number value for the normal pattern lottery, the normal pattern lottery means 220 stores the random number value for the normal pattern lottery in the normal reserve memory area with the smallest ordinal number among the normal reserve memory areas 1 to 4 in which a random number value for the normal pattern lottery is not reserved, on the condition that the number of random number values for the normal pattern lottery reserved in the normal reserve memory areas 1 to 4 is less than four, i.e., the normal reserve number is less than four.
[0056] Then, when the variable display and stationary display of the normal symbols are finished, the normal symbol lottery means 220 erases the random number values for normal symbol lottery stored in the normal reserve memory area, and if a random number value for normal symbol lottery is reserved in the normal reserve memory area 1, it reads the random number value for normal symbol lottery from the normal reserve memory area 1, performs a normal symbol lottery, and stores the random number value for normal symbol lottery obtained by the normal symbol lottery in the normal reserve memory area, provided that control to open the normal accessory 54 is not being executed. Here, if a random number value for normal symbol lottery remains in the normal reserve memory area 2 or later, it moves the remaining random number value for normal symbol lottery from the original normal reserve memory area to the normal reserve memory area with the smaller ordinal number by one. For example, if a random number value for normal symbol lottery remains in the normal reserve memory area 2 to the normal reserve memory area 3, it moves it to the normal reserve memory area 1 to the normal reserve memory area 2.
[0057] In this way, in the normal random number memory means 2912, the random number value for the normal pattern lottery for which a normal pattern lottery has been held is held in the normal hold memory area up to a maximum of one, and the random number value for the normal pattern lottery for which a normal pattern lottery has not been held is held in the normal hold memory area 1 to normal hold memory area 4 up to a maximum of four.
[0058] The normal symbol lottery means 220 performs normal winning determination processing as a normal symbol lottery.
[0059] The normal win determination process is a process for determining whether a "normal win" has been won. In the normal win determination process, the normal symbol lottery means 220 selects, according to the game state, which normal symbol lottery table to refer to for random number determination processing among a plurality of types of normal symbol lottery tables stored in the lottery table storage means 2910 of the main memory 290. Here, each normal symbol lottery table associates "normal win" or "lose" with each of 100 normal symbol lottery random number values from 0 to 99. Then, the normal symbol lottery means 220 determines whether a "normal win" has been won by referring to the selected normal symbol lottery table and determining whether one normal symbol lottery random number value read from the normal random number storage means 2912 is associated with a normal win.
[0060] The normal symbol lottery table selected when the gaming state is in the time-shortening state (excluding the slight time-shortening state, the same applies below) is set to have a higher probability of winning a "normal win" compared to the normal symbol lottery table selected when the gaming state is not in the time-shortening state. In other words, the normal symbol lottery held when the gaming state is in the time-shortening state has a higher probability of winning a "normal win" compared to the normal symbol lottery held when the gaming state is not in the time-shortening state.
[0061] The normal display control means 222 is a means for controlling the display of the status display unit 70 based on the result of the normal symbol lottery, and performs normal symbol display control processing and normal hold display control processing.
[0062] In the normal symbol display control process, the normal symbol display control means 222 displays the normal symbol in a variable manner by flashing the two lamps of the normal symbol display unit 72 until a predetermined variation time has elapsed, and displays the result of the normal symbol lottery on the normal symbol display unit 72 by turning on or off the two lamps of the normal symbol display unit 72 to stop the normal symbol display depending on whether a "normal symbol win" has been won in the normal symbol win determination process.
[0063] In this embodiment, the normal pattern variation time is determined according to the game state at the time the normal pattern lottery is performed. Specifically, when the game state is in a time-saving state, the normal pattern variation time is set shorter than when the game state is not in a time-saving state. For example, when the game state at the time the normal pattern lottery is performed is not in a time-saving state, the normal pattern variation time is set to a first time (e.g., 20 seconds), and when the game state at the time the normal pattern lottery is performed is in a time-saving state, the normal pattern variation time is set to a second time (e.g., 1 second) that is shorter than the first time. Therefore, when the game state is in a time-saving state, the opportunity to perform the normal pattern lottery occurs more frequently.
[0064] In the normal hold display control process, the normal display control means 222 displays 0 to 4 normal hold numbers by combining turning on, turning off, or flashing the two lamps of the normal hold display unit 74, depending on the number of random number values for normal pattern lottery stored in the normal random number memory means 2912.
[0065] The normal device control means 224 is a means for controlling the normal device 54 based on the result of the normal symbol lottery. When the gaming state is not in the time-saving state, the normal device control means 224 controls the normal device 54 to operate so that the normal device 54 becomes enlarged and then returns to the reduced state until time A (e.g., 0.1 seconds) has elapsed, triggered by the normal symbol being stopped and displayed in a manner indicating a win of a "normal win." Also, when the gaming state is in the time-saving state, the normal device control means 224 controls the normal device 54 to operate so that the normal device 54 becomes enlarged and then returns to the reduced state until time B (e.g., 6 seconds) longer than time A has elapsed, triggered by the normal symbol being stopped and displayed in a manner indicating a win of a "normal win."
[0066] Therefore, when a "normal win" is obtained in the normal symbol lottery, if the gaming state is not in the time-saving state, the normal device 54 operates so as to hardly increase the ease with which the gaming ball enters the second starting hole 49, but if the gaming state is in the time-saving state, the normal device 54 operates so as to increase the ease with which the gaming ball enters the second starting hole 49. In this embodiment, in the time-saving state, the operation of the normal device 54 is controlled so that the gaming ball enters the second starting hole 49 more easily than in the normal state and the slight time-saving state. Therefore, the time-saving state is a gaming state that is more advantageous to the player than the normal state and the slight time-saving state.
[0067] In this embodiment, the control of the operation of the normal role device 54 differs between the normal state and the short-time-saving state. In the short-time-saving state, the opening time of the normal role device 54 (the time in the expanded state) is set slightly longer than in the normal state. In the short-time-saving state, it is sufficient that one or more of the winning probability of the normal symbol lottery, the fluctuation time of the normal symbol, or the opening time of the normal role device 54 is different from that in the normal state. For example, the winning probability of the normal symbol lottery and the opening time of the normal role device 54 may be the same in the short-time-saving state and the normal state, but the fluctuation time of the normal symbol may be different. In this case, the fluctuation time of the normal symbol may be slightly shorter in the short-time-saving state than in the normal state.
[0068] The special symbol lottery means 230 (lottery means) acquires a random number value for special symbol lottery from the random number generation means 210 based on the input of a detection signal from the first start port switch 100 that detects each gaming ball entering the first start port 46, and stores the value as a first special random number value in the special random number storage means 2914 of the main memory 290. Also, the special symbol lottery means 230 acquires a random number value for special symbol lottery from the random number generation means 210 based on the input of a detection signal from the second start port switch 103 that detects each gaming ball entering the second start port 49, and stores the value as a second special random number value in the special random number storage means 2914. The special symbol lottery means 230 uses the first special random number value or the second special random number value read from the special random number storage means 2914 to perform a special symbol lottery that determines whether or not a jackpot will be won.
[0069] The special random number memory means 2914 has four first special reserve memory areas, first special reserve memory area 1 to first special reserve memory area 4, which are memory areas for storing the acquired first special random number values, and one first special reserve memory area is provided as a memory area for storing the first special random number value read from first special reserve memory area 1 and used in the special pattern lottery until the varying and stopping display of the first special pattern ends.
[0070] When the special symbol lottery means 230 acquires the random number value for the special symbol lottery based on the detection signal being input from the first start port switch 100, in a state where the first special random number value is not stored in any of the first special reserve memory areas 1 to 4, the special symbol lottery means 230 first stores the acquired random number value for the special symbol lottery as the first special random number value in the first special reserve memory area 1. Then, at the time when the first special random number value is stored in the first special reserve memory area 1, if the first special symbol is not being displayed variably or stopped, that is, if the first special random number value is not stored in the first special reserve memory area, the game state is not a special game state, and a small win game is not being executed, the special symbol lottery means 230 immediately reads out the first special random number value from the first special reserve memory area 1, performs a special symbol lottery, and stores the first special random number value used in the special symbol lottery in the first special reserve memory area. On the other hand, when the first special symbol is being displayed in a variable or stopped state, i.e., when the first special random number value is stored in the first special reserve memory area, or when the game state is a special game state, or when a small win game is being played, the first special random number value is reserved in the first special reserve memory area 1.
[0071] Then, when a first special random number value is reserved in the first special reserve memory area 1 and a detection signal is input from the first start port switch 100 to obtain a random number value for the special pattern lottery, the special pattern lottery means 230 stores the first special random number value in the first special reserve memory area 1 to the first special reserve memory area 4 that has the smallest ordinal number and in which the first special random number value is not reserved, on the condition that the number of first special random number values reserved in the first special reserve memory area 1 to the first special reserve memory area 4 is less than four, i.e., the first special reserve number is less than four.
[0072] The special random number memory means 2914 is provided with four second special reserve memory areas, second special reserve memory area 1 to second special reserve memory area 4, as memory areas for storing the acquired second special random number values, and one second special reserve memory area is provided as a memory area for storing the second special random number value read from second special reserve memory area 1 and used in the special pattern lottery until the changing and stopping display of the second special pattern ends.
[0073] When the special symbol lottery means 230 acquires the random number value for the special symbol lottery based on the input of a detection signal from the second start port switch 103, in a state where the second special random number value is not stored in any of the second special reserve memory areas 1 to 4, the special symbol lottery means 230 first stores the acquired random number value for the special symbol lottery as a second special random number value in the second special reserve memory area 1. Then, at the time when the second special random number value is stored in the second special reserve memory area 1, if the second special symbol is not being displayed variably or stopped, that is, if the second special random number value is not stored in the second special reserve memory area, the game state is not a special game state, and a small win game is not being executed, the special symbol lottery means 230 immediately reads out the second special random number value from the second special reserve memory area 1, performs a special symbol lottery, and stores the second special random number value used in the special symbol lottery in the second special reserve memory area. On the other hand, when the second special symbol is being displayed in a variable or stopped state, that is, when the second special random number value is stored in the second special reserve memory area, or when the game state is a special game state, or when a small win game is being executed, the second special random number value is reserved in the second special reserve memory area 1.
[0074] Then, when a second special random number value is reserved in the second special reserve memory area 1 and a detection signal is input from the second start port switch 103 to obtain a random number value for the special pattern lottery, the special pattern lottery means 230 stores the second special random number value in the second special reserve memory area with the smallest ordinal number among the second special reserve memory areas 1 to 4 in which the second special random number value is not reserved, on the condition that the number of second special random number values reserved in the second special reserve memory areas 1 to 4 is less than four, i.e., the second special reserve number is less than four.
[0075] When the variable display and stationary display of the first special symbol have ended, the special symbol lottery means 230 erases the first special random number value stored in the first special reserve memory area. Then, if the first special random number value is stored in the first special reserve memory area 1, the special symbol lottery means 230 reads the first special random number value from the first special reserve memory area 1, performs a special symbol lottery, and stores the first special random number value used in the special symbol lottery in the first special reserve memory area, provided that the game state is not a special game state and a small win game is not being executed. Furthermore, when the variable display and stationary display of the second special symbol have ended, the special symbol lottery means 230 erases the second special random number value stored in the second special reserve memory area. Then, when the second special random number value is stored in the second special reserve memory area 1, on the condition that the game state is not a special game state and a small win game is not being executed, the second special random number value is read from the second special reserve memory area 1, a special symbol lottery is performed, and the second special random number value used in the special symbol lottery is stored in the second special reserve memory area. In this embodiment, since the first special random number value and the second special random number value are consumed in parallel, the variable display of the second special symbol may start during the variable display of the first special symbol, or the variable display of the first special symbol may start during the variable display of the second special symbol.
[0076] In addition, when a first special random number value is stored in the first special reservation memory area 1, the first special random number value is read from the first special reservation memory area 1 and a special symbol lottery is performed, provided that a second special random number value is not stored in any of the second special reservation memory areas 1 to 4. When a second special random number value is stored in any of the second special reservation memory areas 1 to 4, the second special random number value may be read from the second special reservation memory area 1 and a special symbol lottery is performed, even if the first special random number value is stored in any of the first special reservation memory areas 1 to 4. In other words, the second special random number value may be consumed with priority over the first special random number value. Furthermore, regardless of whether it is the first special random number value or the second special random number value, the first special random number value or the second special random number value may be read in the order stored in the special random number storage means 2914 and a special symbol lottery may be performed. In other words, the first special random number value or the second special random number value may be consumed in the order in which the gaming ball enters the first start hole 46 or the second start hole 49.
[0077] When the first special random number value is read from the first special reserve memory area 1, if the first special random number value remains in the first special reserve memory area 2 or later, or when the second special random number value is read from the second special reserve memory area 1, if the second special random number value remains in the second special reserve memory area 2 or later, the remaining first special random number value or second special random number value is moved from the original special reserve memory area to a special reserve memory area with an ordinal number one smaller. For example, if a first special random number value remains in each of the first special reserve memory area 2 to the first special reserve memory area 4 when the first special random number value is read from the first special reserve memory area 1, the first special random number value stored in each of the first special reserve memory area 2 to the first special reserve memory area 4 is moved to each of the first special reserve memory area 1 to the first special reserve memory area 3, and if a second special random number value remains in each of the second special reserve memory area 2 to the second special reserve memory area 3 when the second special random number value is read from the second special reserve memory area 1, the second special random number value stored in each of the second special reserve memory area 2 to the second special reserve memory area 3 is moved to each of the second special reserve memory area 1 to the second special reserve memory area 2.
[0078] In the special random number storage means 2914, first special random number values for which a special symbol lottery has not been conducted are reserved up to an upper limit of four in the first special reservation storage area 1 to the first special reservation storage area 4. Also, second special random number values for which a special symbol lottery has not been conducted are reserved up to an upper limit of four in the second special reservation storage area 1 to the second special reservation storage area 4.
[0079] Next, the details of the special symbol lottery will be explained. The special symbol lottery means 230 acquires multiple types of random number values, such as a jackpot determination random number value and a pattern determination random number value, as random number values for special symbol lottery based on the detection signal input from the first start port switch 100 or the second start port switch 103, and stores these multiple types of random number values as first special random number values or second special random number values in the special random number storage means 2914. Then, the special symbol lottery means 230 performs a jackpot determination process, a pattern determination process, etc. as a special symbol lottery.
[0080] The jackpot determination process is a process for determining whether or not a jackpot has occurred by reading out one jackpot determination random number value included in the first special random number value or the second special random number value stored in the first special reserve memory area 1 or the second special reserve memory area 1 of the special random number memory means 2914. Here, one jackpot determination random number value is obtained from 65,536 jackpot determination random number values from 0 to 65,535 based on the input of a detection signal from the first start port switch 100 or the second start port switch 103, and is stored in the special random number memory means 2914 as the first special random number value or the second special random number value.
[0081] In the jackpot determination process, the special symbol lottery means 230 selects which of the multiple types of jackpot lottery tables stored in the lottery table storage means 2910 of the main memory 290 to refer to in performing the random number determination process, depending on whether the one jackpot determination random number value read out was stored as the first special random number value or the second special random number value.
[0082] In this embodiment, the lottery table storage means 2910 stores a jackpot lottery table A shown in Fig. 6(a) and a jackpot lottery table B shown in Fig. 6(b). In each jackpot lottery table, jackpots and the like are associated with each of 65,536 jackpot determination random number values from 0 to 65,535.
[0083] The jackpot lottery table A is selected when performing the jackpot determination process for the first special random number value. The correspondence between each determination result and the jackpot determination random number value is set so that the probability of winning a "jackpot" is 1 / 350 (187 / 65536) and the probability of winning a "C time reduction" is 349 / 350 (65349 / 65536). The special symbol lottery means 230 determines whether a "jackpot" or a "C time reduction" has been won by referring to the jackpot lottery table A and determining whether the jackpot determination random number value read from the first reserved memory area 1 corresponds to a "jackpot" or a "C time reduction." In this embodiment, the first special symbol lottery always results in a win for either a "jackpot" or a "C time reduction." Note that, in this embodiment, the probability of winning a "jackpot" or a "C time reduction" in the first special symbol lottery does not change depending on the game state. In the first special symbol lottery, there are cases where a winner (jackpot) is won and cases where a winner is not won, and the latter case (which may be called a miss) includes cases where a winner is won in the C time reduction (C time reduction 1 or C time reduction 2 described later). Note that "not winning" may also include cases where a winner is not won in the time reduction (in other words, a complete miss).
[0084] The jackpot lottery table B is selected when performing the jackpot determination process for the second special random number value. The correspondence between each determination result and the jackpot determination random number value is set so that a "jackpot" is won with a probability of 1 / 350 (187 / 65536) and a "minor jackpot" is won with a probability of 1 / 139.8 (469 / 65536). The special symbol lottery means 230 determines whether a "jackpot" or a "minor jackpot" has been won by referring to the jackpot lottery table B and determining whether the jackpot determination random number value read from the second reserved memory area 1 corresponds to a "jackpot" or a "minor jackpot." In this embodiment, the probability of winning a "jackpot" or a "minor jackpot" in the second special symbol lottery does not change depending on the game state. In the second special symbol lottery, there are cases where a win (jackpot or minor jackpot) is won or where a win is not won. In addition, the latter "if you do not win the prize" does not include the case where you win the C time reduction without winning the prize.
[0085] The symbol determination process is a process that is performed when a "big hit," "C time reduction," or "small hit" is won in the big hit determination process. The symbol determination process reads out one symbol determination random number value included in the first special random number value or the second special random number value stored in the first special reserve memory area 1 or the second special reserve memory area 1 of the special random number memory means 2914, and when a "big hit" is won, it determines which of multiple big hit symbols the big hit symbol (type of big hit) will be, when a "C time reduction" is won, it determines which of multiple time reduction symbols the time reduction symbol (type of C time reduction) will be, and when a "small hit" is won, it determines which of multiple small hit symbols the small hit symbol (type of small hit) will be. Here, one pattern determination random number value is obtained from 200 pattern determination random number values from 0 to 199 based on the detection signal input from the first start port switch 100 and the second start port switch 103, and is stored in the special random number memory means 2914 as a first special random number value or a second special random number value.
[0086] In the pattern determination process, the special pattern lottery means 230 selects which of the multiple types of pattern lottery tables stored in the lottery table storage means 2910 to refer to when performing the random number determination process, depending on whether the one read-out pattern determination random number value was stored as the first special random number value or the second special random number value.
[0087] In this embodiment, the lottery table storage means 2910 stores a symbol lottery table A shown in Fig. 7(a), a symbol lottery table B shown in Fig. 7(b), a symbol lottery table C shown in Fig. 7(c), and a symbol lottery table D shown in Fig. 7(d). In each symbol lottery table, a predetermined symbol is associated with each symbol determination random number value.
[0088] 7(a) is selected when a "jackpot" is won and one read-out symbol determination random number value is stored as the first special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that "jackpot 1" (10R time reduction 10000) is won with a probability of 0.005 / 100, "jackpot 2" (7R time reduction 110) is won with a probability of 59.997 / 100, and "jackpot 3" (7R time reduction 0) is won with a probability of 39.998 / 100. The special symbol lottery means 230 refers to the symbol lottery table A and determines which of the multiple types of jackpot symbols the read-out symbol determination random number value corresponds to, thereby determining which of the multiple types of jackpot symbols has been won.
[0089] 7(b) is selected when "C time reduction" is won and one read-out pattern determination random number value is stored as the first special random number value, and the correspondence between each pattern and the pattern determination random number value is set so that "C time reduction 1" (slight time reduction 1329) is won with a probability of 80.5 / 100 (approximately 80%) and "C time reduction 2" (time reduction 1329) is won with a probability of 19.5 / 100 (approximately 20%). The special pattern lottery means 230 refers to the pattern lottery table B and determines which of the multiple types of time reduction patterns the read-out pattern determination random number value is associated with, thereby determining which of the multiple types of time reduction patterns has been won.
[0090] 7(c) is selected when a "jackpot" is won and one read-out symbol determination random number value is stored as the second special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that "jackpot 4" (10R time reduction 10000) is won with a probability of 12.8 / 100, and "jackpot 5" (10R time reduction 110) is won with a probability of 87.2 / 100. The special symbol lottery means 230 refers to the symbol lottery table C and determines which of the multiple types of jackpot symbols the read-out symbol determination random number value corresponds to, thereby determining which of the multiple types of jackpot symbols has been won.
[0091] The symbol lottery table D shown in Fig. 7(d) is selected when a "small win" is won and one read-out symbol determination random number value is stored as the second special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that "small win 1" (10R time reduction 10000) is won with a probability of 50 / 100, and "small win 2" is won with a probability of 50 / 100 (10R time reduction 110). The special symbol lottery means 230 refers to the symbol lottery table D and determines which of the multiple types of small win symbols the read-out symbol determination random number value is associated with, thereby determining which of the multiple types of small win symbols has been won.
[0092] The special game execution means 260 is a means for executing a special game based on the result of the special symbol lottery, and performs processing for executing the special game. The special game execution means 260 is a means for executing a small win game based on the winning of a "small win" in the special symbol lottery, and performs processing for executing the small win game. Note that the term "special game" may include a small win game.
[0093] The special game state begins when a "jackpot" is won in the special symbol lottery (first special symbol lottery or second special symbol lottery), and ends when a predetermined number of rounds (number of executions) of special games have been played according to the type (category) of jackpot symbols. When the special game state begins when "jackpot 1," "jackpot 4," or "jackpot 5" is won in the special symbol lottery, the special game state ends when 10 rounds of special games (rounds 1 to 10) have been played. When the special game state begins when "jackpot 2" or "jackpot 3" is won in the special symbol lottery, the special game state ends when 7 rounds of special games (rounds 1 to 7) have been played. Details will be given later, but if a "jackpot" is won in the special pattern lottery, at the end of the special game state, a predetermined number of time-saving periods corresponding to the jackpot pattern is set and the time-saving state begins, or a predetermined number of small time-saving periods corresponding to the jackpot pattern is set and the small time-saving state begins.
[0094] The small win gaming state is initiated when a "small win" is won in the special symbol lottery (second special symbol lottery), and ends when a predetermined number of small win games have been played (one in this embodiment). In the small win game, the special device 56 is set to an open state that allows the game ball to enter the large prize opening 50, and the distribution means is shifted from a non-specific area passing state to a specific area passing state. Specifically, in the small win game, the distribution means is shifted from a non-specific area passing state to a specific area passing state so that the game ball that entered the large prize opening 50 during the execution of the small win game can easily (possibly) pass through the specific area. As a result, if either "small win 1" or "small win 2" is won in the second special symbol lottery, the game ball can easily (possibly) pass through the specific area in the small win gaming state. Then, when the passage of a game ball through a specific area is detected during the small win game state (when the passage of a game ball that has entered the large prize opening 50 through a specific area is detected during the execution of the small win game), a special game state is initiated based on the end of the small win game state.
[0095] If "small win 1" is won in the second special pattern lottery and the passage of the gaming ball through a specific area is detected during the small win gaming state, the number of special games (round games) is set to 9. As a result, 10 rounds will be played, with the small win game being the first round game. The special gaming state ends once 10 rounds of special games have been played. Also, if "small win 2" is won in the second special pattern lottery and the passage of the gaming ball through a specific area is detected during the small win gaming state, the number of special games (round games) is set to 9. As a result, 10 rounds will be played, with the small win game being the first round game. The special gaming state ends once 10 rounds of special games have been played. As will be described in detail later, at the end of the special gaming state, a predetermined number of time-saving games corresponding to the small win pattern is set, and the time-saving state begins. In addition, if the passage of the game ball through a specific area is not detected during the small win game state (if the passage of the game ball that entered the large prize opening 50 through a specific area is not detected during the execution of the small win game), the special game state is not initiated and the normal state is initiated.
[0096] In this embodiment, in the special game of each round (including the small win game), when the opening timer of the main memory 290 counts a predetermined time (29 seconds) after the special feature 56 is opened, or when the value of the large prize number counter (not shown) of the main memory 290, which adds a value equivalent to one game ball (for example, 1) when the count switch 104 detects the entry of one game ball, reaches an upper limit value (for example, 10), the drive control of the special feature drive device is performed so that the special feature 56 is closed.
[0097] The special display control means 240 performs a first special pattern display control process, a second special pattern display control process, a first special hold display control process, and a second special hold display control process based on the results of the special pattern lottery.
[0098] The first special pattern display control process is a process that is performed when the first special random number value is read from the first special reserve memory area 1 and a special pattern lottery is conducted, and the special display control means 240 causes the first special pattern to be displayed in a variable manner by flashing the 7-segment display of the first special pattern display unit 76 until the variable time has elapsed, and then causes the first special pattern to be displayed in a stationary manner by lighting up the 7-segment display of the first special pattern display unit 76 in a predetermined manner.
[0099] In this embodiment, the display mode of the 7-segment display is predetermined in correspondence with each of the big win symbols, time-saving symbols, and small win symbols. The special display control means 240 causes the first special pattern to be displayed in a stopped state by lighting up the 7-segment display of the first special pattern display unit 76 in a manner corresponding to whether or not a "jackpot" or "C time reduction" has been won in the jackpot determination process, and in a manner corresponding to the jackpot pattern determined in the pattern determination process if a "jackpot" has been won in the jackpot determination process, and in a manner corresponding to the time reduction pattern determined in the pattern determination process if a "C time reduction" has been won in the jackpot determination process, and causes the first special pattern display unit 76 to display the result of the special pattern lottery.
[0100] The second special pattern display control process is a process that is performed when a second special random number value is read from the second special reserve memory area 1 and a special pattern lottery is conducted, and the special display control means 240 causes the second special pattern to be displayed in a variable manner by flashing the 7-segment display of the second special pattern display unit 81 until the variable time has elapsed, and then causes the second special pattern to be displayed in a stationary manner by lighting up the 7-segment display of the second special pattern display unit 81 in a predetermined manner.
[0101] The special display control means 240 causes the second special pattern to be displayed in a stopped state by lighting up the 7-segment display of the second special pattern display unit 81 in a manner corresponding to whether a ``big hit'' or a ``small hit'' has been won in the big hit determination process, and in a manner corresponding to the big hit pattern determined in the pattern determination process if a ``big hit'' has been won in the big hit determination process, and causes the second special pattern display unit 81 to display the result of the special pattern lottery.
[0102] In the first special hold display control process, the special display control means 240 displays 0 to 4 first special hold numbers by combining turning on, turning off, or flashing the two lamps of the first special hold display unit 78 depending on the number of first special random number values stored in the special random number memory means 2914.
[0103] In the second special hold display control process, the special display control means 240 displays 0 to 4 second special hold numbers by combining turning on, turning off, or flashing the two lamps of the second special hold display unit 82, depending on the number of second special random number values stored in the special random number memory means 2914.
[0104] In this embodiment, if a "big win" is won in the special pattern lottery (first special pattern lottery or second special pattern lottery), a special game state is initiated in which a game ball can (easily) enter the large prize opening 50. Also, if a "small win" is won in the second special pattern lottery, a small win game state is initiated in which a game ball can (easily) enter the large prize opening 50. When a game ball that has entered the large prize opening 50 is detected passing through a specific area in the small win game state, a special game state is initiated in which a game ball can (easily) enter the large prize opening 50. By entering the game ball into the large prize opening 50, the player can win many prize balls. In this embodiment, the probability of transitioning to the special game state based on the second special pattern lottery is higher than the probability of transitioning to the special game state based on the first special pattern lottery. Specifically, in the first special symbol lottery, a "small win" is not set as a lottery result, and the game transitions to the special game state only if a "big win" is won. On the other hand, in the second special symbol lottery, a "big win" and a "small win" are set as lottery results, and the game transitions to the special game state if a "big win" is won, and if a "small win" is won and the passage of the game ball through a specific area is detected in the small win game state, the game transitions to the special game state.
[0105] In this embodiment, the probability of transitioning to the special game state is higher when an opportunity for the second special symbol lottery is acquired than when an opportunity for the first special symbol lottery is acquired. As described above, in order to acquire an opportunity for the second special symbol lottery, it is necessary to win a "normal win" in the normal symbol lottery and to cause a game ball to enter (enter) the second start opening 49 when the normal role device 54 (normal electric role device) is in the open state (open state). In addition, the ease of entry of a game ball into the second start opening 49 (ease of making a ball enter) varies depending on the game state.
[0106] As shown in FIG. 8, the game state transition control means 250 performs a game state transition control process for transitioning the game state between each game state based on the establishment of a predetermined condition (transition condition).
[0107] (Normal state) The normal state (normal game state) is a game state that corresponds to the initial state among multiple game states. As described above, in the normal state, the probability of winning a "normal win" in the normal symbol lottery is lower than in the time-saving state. Furthermore, even if a "normal win" is won in the normal symbol lottery, the normal device 54 operates so that the likelihood of the game ball entering the second starting hole 49 is hardly increased. Therefore, in the normal state, it is difficult (impossible) to get the game ball into the second starting hole 49. In other words, it is difficult (impossible) to get an opportunity to draw the second special symbol. In the normal state, it is more advantageous for the player to hit the ball left-handed to get the game ball into the first starting hole 46 in order to get an opportunity to draw the first special symbol than to hit the ball right-handed. In other words, the normal state is a game state in which left-handed hitting is recommended.
[0108] As shown in Figure 8, a transition to the special game state occurs when a "jackpot" is won in the special pattern lottery (first special pattern lottery) in the normal game state. As shown in Figure 7(a), if "jackpot 1" is won in the special pattern lottery, the number of time-saving times is set to 10,000 at the end of the special game state, and a transition to the time-saving state occurs upon the end of the special game state. Also, if "jackpot 2" is won in the special pattern lottery, the number of time-saving times is set to 110 at the end of the special game state, and a transition to the time-saving state occurs upon the end of the special game state. Also, if "jackpot 3" is won in the special pattern lottery, the number of time-saving times (micro-time-saving times) is set to 1,329 at the end of the special game state, and a transition to the micro-time-saving state occurs upon the end of the special game state.
[0109] 7(b), in the normal state, if "C time-saving 1" is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" (when the first special pattern is confirmed), the stopped display (confirmation) triggers the setting of the number of time-saving times corresponding to the time-saving pattern (1329 times of slight time-saving), and a transition to the slight time-saving state occurs. In addition, in the normal state, if "C time-saving 2" is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 2" (when the first special pattern is confirmed), the stopping display (confirmation) triggers the setting of the number of time-saving times corresponding to the time-saving pattern (1329 times of time-saving), and a transition to the time-saving state occurs.
[0110] In this embodiment, the first special pattern lottery in the normal state always results in either a "jackpot" or a "C time reduction," and based on the execution of the first special pattern lottery in the normal state, the game will transition to either a slight time reduction state, a time reduction state, or a special game state.
[0111] The time-saving symbol "C Time-saving 2" does not trigger a transition to a game state (special game state or small win game state) that makes it easier for the game ball to enter the large prize slot 50, and is a time-saving symbol that allows a transition to the time-saving state without passing through the special game state or small win game state. Note that in a game state other than the normal state, if "C Time-saving 1" or "C Time-saving 2" is won in the first special symbol lottery and the first special symbol is displayed in a stopped state, the display will not trigger a transition to the time-saving state or the minute time-saving state. This "not transitioning" includes the fact that the specified number of time-saving times (minute time-saving number of times) will not be reset if the player is already in that game state.
[0112] (Slight time saving state) As described above, in the slight time-saving state (second specific game state), the probability of winning a "normal win" in the normal symbol lottery is lower than in the time-saving state (or is the same as in the time-saving state). Furthermore, even if a "normal win" is won in the normal symbol lottery, the normal device 54 operates so as to barely increase the likelihood of the game ball entering the second starting hole 49. Therefore, in the slight time-saving state, at least some of the functions constituting the time-saving state are activated, and while it is slightly easier for the game ball to enter the second starting hole 49 than in the normal state, it is difficult (impossible) for the game ball to enter the second starting hole 49 even when the player hits the ball right. In other words, it is difficult (impossible) for the game ball to win the second special symbol lottery. In the slight time-saving state, it is more advantageous for the player to hit the ball left so that the game ball enters the first starting hole 46 in order to gain an opportunity to win the first special symbol lottery than to hit the ball right. In other words, the slight time-saving state is a gaming state in which left-handed shots should be made.
[0113] As shown in Figure 8, a transition to the special game state occurs when a "jackpot" is won in the special pattern lottery (first special pattern lottery) during the slight time-saving state. As shown in Figure 7(a), if "jackpot 1" is won in the special pattern lottery, the number of time-saving times is set to 10,000 at the end of the special game state, and a transition to the slight time-saving state occurs upon the end of the special game state. Also, if "jackpot 2" is won in the special pattern lottery, the number of time-saving times is set to 110 at the end of the special game state, and a transition to the slight time-saving state occurs upon the end of the special game state. Also, if "jackpot 3" is won in the special pattern lottery, the number of time-saving times (slight time-saving times) is set to 1,329 at the end of the special game state, and a transition to the slight time-saving state occurs upon the end of the special game state.
[0114] The gaming state transition control means 250 determines that the termination condition for the micro-time-saving state is met based on the fact that the number of times the first special symbol has been displayed in a variable manner in the micro-time-saving state has reached 1,329, and terminates the micro-time-saving state and transitions to the normal state. In this embodiment, when the special gaming state is terminated based on winning "Jackpot 3" in the special symbol lottery (first special symbol lottery), the number of micro-time-saving times is set to the stored value of the micro-time-saving counter 2916 in the main memory 290. Also, when "C time-saving 1" is won in the special symbol lottery (first special symbol lottery) in the normal state and the first special symbol is stopped and displayed in a manner corresponding to "C time-saving 1," the stopped display triggers the number of micro-time-saving times to be set to the stored value of the micro-time-saving counter 2916. In the micro-time-saving state, "1" is subtracted from the stored value of the micro-time-saving counter 2916 each time the first special symbol is displayed in a variable manner. Then, when the stored value of the minute time saving counter 2916 reaches "0", the minute time saving end condition is established, the minute time saving state ends, and the normal state starts. Note that in this embodiment, the minute time saving end condition is established when the stored value of the minute time saving counter 2916 is subtracted and reaches a predetermined value "0", but this is not limiting, and the minute time saving end condition may be established when the stored value of the minute time saving counter 2916 is added and reaches a predetermined value (for example, "1329").
[0115] In the slight time-saving state, if "C time-saving" ("C time-saving 1" or "C time-saving 2") is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2," the stopped display will not trigger the start (setting) of the slight time-saving state or the time-saving state (a new number of time-saving periods will not be set). In other words, the game state at the time of the winning will continue. Note that in the slight time-saving state, if "C time-saving 1" or "C time-saving 2" is won as a result of the first special pattern lottery and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2," the stopped display may be configured to trigger the setting of a new number of time-saving periods.
[0116] (Time-saving mode) As described above, in the time-saving state (first specific game state), the probability of winning a "normal win" in the normal symbol lottery is higher than in the normal state or the slight time-saving state. Furthermore, if a "normal win" is won in the normal symbol lottery, the normal device 54 operates to increase the likelihood of the game ball entering the second starting hole 49. Therefore, in the time-saving state, it is easier to get the game ball into the second starting hole 49 than in the normal state or the slight time-saving state. In other words, it is easier to get an opportunity to win the second special symbol lottery. In the time-saving state, it is more advantageous for the player to hit the ball to the right so that the game ball passes through the passing gate 48 in order to get an opportunity to win the second special symbol lottery than to hit the ball to the left. In other words, the time-saving state is a game state in which right-handed shots are recommended.
[0117] As shown in Figure 8, if a "big win" or "small win" is won in the special pattern lottery (second special pattern lottery) during the time-saving state, the game transitions to the special game state (including via the small win game state). As shown in Figure 7(c), if "big win 4" is won in the special pattern lottery, the number of time-saving times is set to 10,000 at the end of the special game state, and the game transitions to the time-saving state upon the end of the special game state. Furthermore, if "big win 5" is won in the special pattern lottery, the number of time-saving times is set to 110 at the end of the special game state, and the game transitions to the time-saving state upon the end of the special game state. Furthermore, if "small win 1" is won in the special pattern lottery and the game ball is detected passing through a specific area during the small win game state, the number of time-saving times is set to 10,000 at the end of the special game state, and the game transitions to the time-saving state upon the end of the special game state. In addition, if the "Small Win 2" is won in the special pattern lottery and the game ball is detected passing through a specific area during the small win game state, the number of time-saving times will be set to 110 at the end of the special game state, and the game will transition to the time-saving state upon the end of the special game state.
[0118] When the number of times the second special symbol is variably displayed in the time-saving state reaches 110 times (or 10,000 times), the game state transition control means 250 determines that the termination condition (predetermined condition) of the time-saving state is met, terminates the time-saving state, and transitions to the normal state. In this embodiment, when the special game state ends, the number of time-saving times corresponding to the type of winning symbol is set in the value stored in the time-saving counter 2915 of the main memory 290, and each time the second special symbol is variably displayed in the time-saving state, "1" is subtracted from the value stored in the time-saving counter 2915. Then, when the value of the time-saving counter 2915 reaches "0," the time-saving termination condition is met, the time-saving state ends, and the normal state begins. In this embodiment, the time-saving end condition is met when the stored value of the time-saving counter 2915 is subtracted and reaches a predetermined value "0", but this is not limited to this, and the time-saving end condition may be met when the stored value of the time-saving counter 2915 is added and reaches a predetermined value "110" (or "10000"). Furthermore, in this embodiment, the time-saving counter 2915 and the minute time-saving counter 2916 are provided, but this is not limiting, and they may be managed (controlled) by one of the counters.
[0119] In the time-saving state, if "C time-saving" ("C time-saving 1" or "C time-saving 2") is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2," the stop display will not trigger the start (setting) of the micro-time-saving state or the time-saving state (a new number of time-saving periods will not be set). In other words, the game state at the time of the win will continue. Note that in the time-saving state, if "C time-saving 1" or "C time-saving 2" is won as a result of the first special pattern lottery and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2," the stop display may be configured to trigger the setting of a new number of time-saving periods.
[0120] Returning to Figure 5, the payout control means 270 performs control to (electronically) pay out a number of game balls equivalent to a predetermined number of prize balls for each detection signal based on the detection signal input from the first start port switch 100, the detection signal from the second start port switch 103, the detection signal from the general winning port switch 101, and the detection signal from the count switch 104.
[0121] The communication control means 280 controls the transmission of various commands generated in response to various calculation results in the main control board 200 to the sub-control board 202 and the frame control board 201. In this embodiment, the main control board 200 and the sub-control board 202 are connected in a communication manner such that only one-way communication from the main control board 200 to the sub-control board 202 is possible, and information cannot be transmitted from the sub-control board 202 to the main control board 200.
[0122] Next, we will explain the sub-control board 202. The sub-control board 202 is configured to include a performance control means 300 and a sub-memory 302.
[0123] The performance control means 300 controls the performance device based on various commands sent from the main control board 200, input signals from the performance button switch 150, and performance data stored in the performance data storage means 303 of the sub-memory 302, and controls the performance device to perform effects to liven up or assist the game, such as turning on or blinking the front frame lamp 12 or the lighting device 38, displaying performance images on the LCD display 32, controlling the sound device to output performance sounds from the speaker 14, and driving the performance object drive device to operate the performance objects.
[0124] The performance data storage means 303 stores a large number of performance image data for displaying images on the liquid crystal display 32, and the performance control means 300 draws an image in the frame buffer of the sub-memory 302 for each frame (1 / 30 seconds) based on this performance image data, and displays the drawn image on the liquid crystal display 32, thereby playing and displaying a moving image on the liquid crystal display 32.
[0125] The performance control means 300 executes a performance in which a performance pattern (demo pattern) is displayed on the liquid crystal display 32 in accordance with (corresponding to) the varying and stationary display of the first special pattern in the first special pattern display section 76, or in accordance with (corresponding to) the varying and stationary display of the second special pattern in the second special pattern display section 81, and is capable of announcing the result of the first special pattern lottery or the second special pattern lottery. In the slight time-saving state, the performance control means 300 displays on the liquid crystal display 32 a performance pattern corresponding to the varying and stationary display of the first special pattern, and in the time-saving state, displays on the liquid crystal display 32 a performance pattern corresponding to the varying and stationary display of the second special pattern.
[0126] The display of the effect symbols in the micro-time-saving state will be explained. Figure 9(a) shows the state before the first special symbol starts to change. The left effect symbol 350, the middle effect symbol 352, and the right effect symbol 354 are displayed in the display area 32a of the liquid crystal display 32 as effect symbols. The left effect symbol 350 is displayed on the left side of the display area 32a of the liquid crystal display 32, the middle effect symbol 352 is displayed in the center of the display area 32a of the liquid crystal display 32, and the right effect symbol 354 is displayed on the right side of the display area 32a of the liquid crystal display 32. The left effect symbol 350, the middle effect symbol 352, and the right effect symbol 354 each form nine different effect symbol sequences representing the numbers "1" through "9." Each effect symbol representing the numbers "1" through "9" may include decorative elements such as characters in addition to the numbers.
[0127] As shown in Figure 9(b), the display of the first special symbol begins, and the display of the effect symbol (the effect of the effect symbol) begins. The downward arrow in the figure indicates that the effect symbol is being displayed vertically at high speed (scrolling).
[0128] As shown in Figure 9(c), the effect pattern is displayed in a stopped state based on the stopped display of the first special pattern. The effect pattern is displayed in a stopped state according to the result of the first special pattern lottery. For example, if a "jackpot" is won in the first special pattern lottery, the effect pattern is displayed in a stopped state according to the jackpot pattern determined in the pattern determination process. Although not shown, even in the time-saving state, the effect pattern is displayed in a changing or stopped state according to the changing and stopped display of the second special pattern, just as in the slight time-saving state (as shown in Figures 9(a), 9(b), and 9(c)).
[0129] Furthermore, the performance control means 300 executes a performance (hold performance) in which an image showing the first special hold number or the second special hold number is displayed on the liquid crystal display 32 based on the first special hold number (the first special random number value stored (held) in the special random number storage means 2914) or the second special hold number (the second special random number value stored (held) in the special random number storage means 2914) in the main control board 200. As shown in FIG. 9(a), etc., four hold display areas (display areas) of the first hold display area 411 to the fourth hold display area 414 are provided below the display area of the liquid crystal display 32, corresponding to the first special hold memory area 1 to the first special hold memory area 4 or the second special hold memory area 1 to the second special hold memory area 4 of the special random number storage means 2914.
[0130] Figure 9(a) shows a hold effect executed in a slight time-saving state, in which a first special random number value is stored in the first special hold memory area 1 to the first special hold memory area 3, and a first hold image 420 (three first hold images 420) is displayed in the first hold display area 411 to the third hold display area 413. Figure 9(d) shows a hold effect executed in a time-saving state, in which a second special random number value is stored in the second special hold memory area 1 to the second special hold memory area 2, and a second hold image 422 (two second hold images 422) is displayed in the first hold display area 411 to the second hold display area 412.
[0131] In addition, in the hold effect, one hold display area 430 is displayed in the area to the left of the first hold display area 411 at the bottom of the display area 32a of the liquid crystal display 32, corresponding to the special hold memory area of the special random number memory means 2914. In the hold display area 430, when a first special random number value is read out from the first special hold memory area 1 and stored in the special hold memory area, a first hold image 420 is displayed (FIG. 9(b)). In addition, when a second special random number value is read out from the second special hold memory area 1 and stored in the special hold memory area, a second hold image 422 is displayed.
[0132] In this embodiment, in the normal state, if a player wins "Jackpot 1" in the special symbol lottery (first special symbol lottery), if a player wins "Jackpot 2" in the special symbol lottery (first special symbol lottery), or if a player wins "C Time Reduction 2" in the special symbol lottery (first special symbol lottery), the game transitions to the time-shortened state. In contrast, in the slight time-shortened state, if a player wins "Jackpot 1" in the special symbol lottery (first special symbol lottery), or if a player wins "Jackpot 2" in the special symbol lottery (first special symbol lottery), the game transitions to the time-shortened state. Therefore, the normal state has a higher probability of transitioning to the time-shortened state (a game state advantageous to the player) than the slight time-shortened state, which is advantageous to the player. In other words, the normal state has a higher probability of transitioning to the time-shortened state than the slight time-shortened state because a player can transition to the time-shortened state if a player wins "C Time Reduction 2." This is advantageous to the player. In the gaming machine of this embodiment, when RAM clear (a process of initializing at least a part of the RAM area of the main memory 290) is executed, the gaming state is set to the normal state. The normal state is the so-called "morning state."
[0133] As described above, the normal state and the slight time-saving state (left-hit time-saving state) are game states in which left-handed hits are more advantageous than right-handed hits, and the time-saving state (right-hit time-saving state) is a game state in which right-handed hits are more advantageous than left-handed hits. In the time-saving state, it is easier to get a game ball to enter the second starting hole 49 than in the normal state and the slight time-saving state, and the second special symbol lottery based on the game ball entering the second starting hole 49 is more likely to determine a transition to the special game state than the first special symbol lottery. In other words, the time-saving state has a higher probability of determining a transition to the special game state than the normal state and the slight time-saving state. In this embodiment, the time-saving state and the slight time-saving state in which it is easier to get a ball to enter the second starting hole 49 than in the normal state may be referred to as a high base state, and the normal state may be referred to as a low base state.
[0134] As shown in FIG. 8, if a "jackpot" is won in the first special symbol lottery during the slight time-saving mode (or normal mode), the game transitions to a special game mode, where a predetermined number of special games are played. If the type of the "jackpot" (jackpot symbol) won is a predetermined type ("jackpot 1" or "jackpot 2"), the game transitions to a time-saving mode after the special game mode ends. If a "jackpot" or "small jackpot" is won during the second special symbol lottery during the time-saving mode, the game transitions to a special game mode (including via a small jackpot game mode), where a predetermined number of special games (including small jackpot games) are played, and the game transitions back to the time-saving mode after the special game mode ends. In the gaming machine of this embodiment, a period in which the special game mode and the time-saving mode alternate (a period in which the game mode repeatedly transitions between the special game mode and the time-saving mode) may occur. Furthermore, if the conditions for ending the time-saving state are met during the time-saving state, the game will transition to the normal state. However, if "C Time-saving 2" is selected in the first special symbol lottery during the normal state, the game will transition back to the time-saving state. In other words, a return to the time-saving state can occur during the normal state. Hereinafter, a series of periods in which the special game state (including via the small win game state) and the time-saving state alternate will be referred to as a "continuous period" (successive win period). Furthermore, if a return to the time-saving state is determined during the normal state after the time-saving state has ended, the continuous period will continue without interruption. Note that the normal state after the time-saving state has ended refers to the normal state that begins when the conditions for ending the time-saving state have been met.
[0135] Furthermore, in this embodiment, winning "C Time Reduction 2" in the first special symbol lottery may be referred to as the first result being obtained, and winning "C Time Reduction 1" in the first special symbol lottery may be referred to as the second result being obtained. Furthermore, winning a "jackpot" (any of "jackpot 1" to "jackpot 3") in the first special symbol lottery may be simply referred to as winning a "win," and winning the "win" may be referred to as the third result being obtained. Note that the third result includes a specific result (winning "jackpot 1" or "jackpot 2"). Furthermore, winning a "jackpot" or a "small win" in the second special symbol lottery may be simply referred to as winning a "win" (a specific result being obtained).
[0136] In addition, the special game state based on winning the "win" in the first special pattern lottery is sometimes called the "first special game state," and the special game state based on winning the "win" in the second special pattern lottery (including via a small win game state) is sometimes called the "second special game state."
[0137] (First winning performance) In a first special game state based on winning a first special symbol lottery in the slight time-saving mode (or normal mode), the effect control means 300 can execute an effect (first win effect) corresponding to the first special game state. As shown in FIG. 10(a), the effect control means 300 can display, as the first win effect, on the liquid crystal display 32 (display area 32a), an indication (round number indication S1) indicating the number of times the special game (round game) has been played and an indication (right-hit indication S2) encouraging the player to hit the right. Furthermore, as the first win effect, the effect control means 300 executes, via the liquid crystal display 32 or the like, an effect suggesting a transition to the time-saving mode (an effect encouraging a transition to the time-saving mode). Note that, as the first win effect, an effect (PUSH effect) encouraging the player to press the effect button 26 at a predetermined timing may be executed, and based on the pressing of the effect button 26, the player may be notified of whether or not the transition to the time-saving mode is possible. In the PUSH effect, an image (an image imitating the effect button 26) that prompts the player to press the effect button 26 is displayed on the liquid crystal display 32.
[0138] (Second winning performance) In the second special game state based on winning the second special symbol lottery in the time-shortened state, the effect control means 300 can execute an effect (second win effect) corresponding to the second special game state. The second win effect is an effect of a different type from the first win effect, and at least the displayed object displayed on the liquid crystal display 32 is different.
[0139] 10(b) shows a state in which the second winning effect is executed in the second special game state. The effect control means 300 can display, as the second winning effect, on the liquid crystal display 32 (display area 32a) a display including a display indicating the number of special games (round games) (round number display S1), a display urging the player to hit the ball to the right (right hit display S2), a display indicating the total number of prize balls won in special games (including small win games) over a continuous period (cumulatively won prize ball number display S4), and a display indicating the type (kind) of the winning win (win icon S6).
[0140] The presentation control means 300 receives information indicating the type of winning win from the main control board 200 and determines which winning icon S6 to display in the second winning presentation based on that information. If the winning win is a win that sets the number of time-saving times at the end of the special game state to 10,000 (first win: "big win 4" or "small win 1"), the presentation control means 300 displays the first winning icon. If the winning win is a win that sets the number of time-saving times at the end of the special game state to 110 (second win: "big win 5" or "small win 2"), the presentation control means 300 displays the second winning icon. The first winning icon includes, for example, the character string "ABC Bonus," and the second winning icon includes, for example, the character string "DEF Bonus." In FIG. 10(b), the second winning icon is displayed as the winning icon S6 because the winning win is a second winning. The type of the winning icon S6 is not limited to being different for each set number of time-shortening times, and may be different according to, for example, the number of rounds.
[0141] The sub-memory 302 is provided with a specific memory area 304 (see FIG. 5) that can store information about the balls paid out during a continuous period (information about game results during a continuous period), and the specific memory area 304 is provided with a first counter (not shown). The sub-control board 202 receives information indicating the number of prize balls from the main control board 200, updates the value stored in the first counter based on that information, and manages the total number (total) of prize balls paid out during special games during a continuous period. The value stored in the first counter indicates the total number of prize balls paid out during special games during a continuous period, and the sub-control board 202 adds a value corresponding to the number of prize balls to the value stored in the first counter. The value stored in the first counter is "0" at the start of the continuous period. The presentation control means 300 displays a cumulative prize ball count display S4 based on the value stored in the first counter. In FIG. 10(b), the stored value of the first counter is "1470", and therefore the character string "TOTAL 1470" is displayed as the cumulative number of winning balls display S4.
[0142] In this embodiment, the cumulative number of winning balls displayed S4 and the winning icon S6 are displayed in the second winning performance, but the cumulative number of winning balls displayed S4 and the winning icon S6 are not displayed in the first winning performance.
[0143] (Time-saving effect) In the time-saving state, the effect control means 300 can execute an effect (time-saving effect) corresponding to the time-saving state. Figure 10(c) shows a state in which the time-saving state begins after the first special game state ends based on winning "Big Hit 2" (7R time-saving 110) in the first special symbol lottery during the slight time-saving state. The effect control means 300 can display, as time-saving effects, on the liquid crystal display 32 (display area 32a) an indication urging the player to hit the right (right-hit indication S2), an indication indicating the number of remaining times the second special symbol will change display until the time-saving state ends (remaining time-saving count indication S3), an indication indicating the total number of prize balls won in special games during a consecutive period (cumulatively won prize ball count indication S4), and an indication indicating the number of times the game has transitioned to the time-saving state during a consecutive period (continuous count icon S5). Although not shown in the figure, the effect control means 300 can display a background (time-saving background) according to the time-saving state as a time-saving effect on the liquid crystal display 32. In Fig. 10(c), the stored value of the first counter is "1050", and therefore the character string "TOTAL 1050" is displayed as the cumulative number of winning balls display S4.
[0144] Furthermore, the performance control means 300 displays the remaining number of times of time reduction display S3 based on the stored value of the time-saving counter 2915 in the main memory 290. In Fig. 10(c), the character string "110 remaining" is displayed as the remaining number of times of time reduction display S3 based on the stored value of the time-saving counter 2915 being "110". Note that depending on the type of winning, the stored value of the time-saving counter 2915 may be set to "10000". In a time-saving state in which the stored value of the time-saving counter 2915 is set to "10000" (when the stored value of the time-saving counter 2915 is greater than a predetermined value (for example, "1000")), the performance control means 300 may display a predetermined symbol (for example, a symbol representing infinity) as the remaining number of times of time reduction display S3.
[0145] Furthermore, a second counter (not shown) is provided in the specific memory area 304 of the sub-memory 302. The sub-control board 202 receives information indicating a transition of the game state from the main control board 200, updates the stored value of the second counter based on the information, and manages the number of transitions to the time-shortened state during a continuous period. The sub-control board 202 adds "1" to the stored value of the second counter each time the time-shortened state is started during a continuous period. The stored value of the second counter indicates the number of transitions to the time-shortened state during the continuous period. The stored value of the second counter is "0" at the start of the continuous period. The presentation control means 300 displays a consecutive count icon S5 based on the stored value of the second counter. In FIG. 10(c), since the stored value of the second counter is "1," an icon including the character string "XYZ time x 1" ("XYZ time" is the name of the time-shortened state) is displayed as the consecutive count icon S5. For example, if the stored value of the second counter is "15," then as shown in FIG. 10(d), a consecutive count icon S5 including the character string "XYZ time x 15" is displayed.
[0146] Furthermore, the effect control means 300 can store information indicating the type of win and the number of wins during the consecutive period (information regarding the win icon S6 displayed during the consecutive period) in the specific memory area 304 as information regarding the balls dispensed during the consecutive period. When starting the time-saving effect, the effect control means 300 can refer to the specific memory area 304 and, as a time-saving effect, display the win icons S6 displayed during the consecutive period (at least the win icons displayed in the second special game state) side by side on the liquid crystal display 32, as shown in FIG. 10(d). As a time-saving effect, a win icon S6 corresponding to the win won during the consecutive period is displayed, and the type of win and the number of wins won during the consecutive period are notified. Note that, for example, if the first win icon (ABC bonus) is displayed four times during the consecutive period, a win icon S6 reading "ABC bonus x 4" may be displayed. Furthermore, the "winning icon S6 displayed during the continuous period" is not limited to the winning icon corresponding to the second special game state, but may also include the winning icon corresponding to the first special game state (ie, the first winning).
[0147] Although not shown in the figures, when it is determined that a return to the time-shortened state will occur in the normal state after the time-shortened state has ended (when "C time-shortened 2" is won in the first special symbol lottery), the performance control means 300 may display a pull-back icon as a time-shortened performance in the time-shortened state. The pull-back icon is an icon that indicates that a return to the time-shortened state has occurred in the normal state (can notify that the pull-back has been successful). The pull-back icon may also be displayed alongside the win icon S6. In the time-shortened state, the number of pull-back icons may be displayed according to the number of times that a pull-back has occurred.
[0148] In this embodiment, the cumulative number of winning balls display S4 and the winning icon S6 can be said to be performance information (performance information updated based on) based on "the fact that a special game was executed in the second special game state to which the player entered after winning the second special pattern lottery at least during the time-saving state." The cumulative number of winning balls display S4 (the value stored in the first counter) is based on "the fact that a special game was executed in the second special game state to which the game was transitioned after winning the second special symbol lottery at least in the time-saving state" (the fact that prize balls were paid out in the special game in the second special game state), but it may also be based on the fact that a special game was executed in the first special game state (first win) to which the game was transitioned after winning the first special symbol lottery (the fact that prize balls were paid out in the special game in the first special game state).In addition, it may be updated based on the increase or decrease in the number of balls held in the time-saving state or the increase or decrease in the number of balls held in the slight time-saving state. The winning icon S6 is (displayed) based on "the fact that a special game has been executed in the second special game state to which the game has shifted after winning "win" in the second special symbol lottery at least in the time-shortened state," but it may also be (displayed) based on the fact that a special game has been executed in the first special game state (first win) to which the game has shifted after winning "win" in the first special symbol lottery. In other words, it may include the first win icon. In addition, the consecutive number icon S5 (memorized value of the second counter) indicating the number of times the transition to the time-saving state has occurred during the consecutive period is based on the number of times a "hit" was won in the second special pattern lottery (however, this includes the number of times "C time-saving 2" was won in the first special pattern lottery), and can be said to be performance information based on "the fact that special play was executed in the second special play state, which was transitioned to after winning a "hit" in the second special pattern lottery at least during the time-saving state."
[0149] The specific memory area 304 can hold (store) information related to performance information that is updated as needed, and information related to performance information that was displayed when the termination condition for the time-saving state was met (when the time-saving state ended) is stored in the specific memory area 304. In the gaming machine of this embodiment, the transition to the normal state based on the fulfillment of the termination condition for the time-saving state is triggered, and the information stored in the specific memory area 304 is not initialized (reset). The information stored in the specific memory area 304 is initialized when a symbol other than "C Time-saving 2" is won in the first special symbol lottery (a result other than the first result is obtained) in the normal state after the time-saving state ends. Therefore, after the time-saving state ends, the normal state starts with the information stored in the specific memory area 304 retained (not cleared).
[0150] If the first result (winning "C time-saving 2") is obtained in the first special symbol lottery during the normal state, the time-saving state is initiated with the information stored in the specific memory area 304 retained without being erased. The presentation control means 300 initiates a time-saving presentation upon the start of the time-saving state, and at that time, it can refer to (read) the information stored in the specific memory area 304 and display performance information based on that information. In other words, when a return to the time-saving state occurs during the normal state, the performance information displayed on the liquid crystal display 32 during the time-saving state can be performance information that is a continuation of the performance information that was displayed at the end of the previous time-saving state (for example, performance information that will be described later with reference to FIG. 11) (performance information that takes over from the previous performance information).
[0151] On the other hand, if the second result (winning "C time reduction 1") is obtained in the first special symbol lottery in the normal state, the information stored in the specific memory area 304 is erased, and the micro-time reduction state is initiated. Note that in the gaming machine of this embodiment, the first special symbol lottery is configured to always result in either the first result or the second result except in the case of a jackpot, but if the first special symbol lottery is configured to result in a predetermined result (winning a "miss"), the normal state continues over multiple first special symbol lotteries if the predetermined result is won. In this case, the information stored in the specific memory area 304 is maintained until the second result (winning "C time reduction 1") is obtained in the first special symbol lottery in the normal state.
[0152] As in conventional gaming machines, when the information stored in the specific memory area 304 is reset upon transition to the normal state based on the fulfillment of the conditions for terminating the time-saving state, if a return to the time-saving state occurs in the normal state, the performance information displayed in the time-saving state cannot be the performance information that continues from the previous time-saving state. Therefore, the player may recognize that a new time-saving state has begun. In other words, the continuous period may be recognized as having ended (been interrupted).
[0153] In the gaming machine of this embodiment, when a return to the time-saving state occurs in the normal state after the time-saving state ends, the performance information displayed in the time-saving state becomes the performance information that continues from the performance information displayed in the previous time-saving state. This allows the player to recognize that a series of advantageous periods (continuous periods) is continuing without interruption. Furthermore, since the performance information becomes the continuing performance information, the value (number) indicated by the performance information is more likely to be a relatively large value (number), which can give the player a sense of satisfaction that they have earned a lot of profit during the series of periods.
[0154] (Select the performance mode) In this embodiment, during the special game state (during a predetermined period while the special symbol is displayed as a stop symbol related to a winning (specific result)), multiple types of icons are displayed on the liquid crystal display 32, allowing the selection of a presentation mode to be executed in the time-saving state that begins after the special game state ends. In this embodiment, the presentation modes include Mode A and Mode B, and Icon A corresponding to Mode A and Icon B corresponding to Mode B are displayed. Note that Mode A and Mode B have different presentation styles, and for example, different backgrounds or different characters are displayed. The player can select the presentation mode to be executed in the time-saving state by, for example, operating the presentation button 26 and aligning the cursor with Icon A or Icon B.
[0155] In this embodiment, the presentation mode selected in the time-saving state is stored as performance information in the specific storage area 304. Furthermore, in the normal state after the time-saving state ends, presentation mode selection icons (icon A and icon B) are displayed for a predetermined period while the first special symbol is displaying a variable display related to the first result (winning C time-saving 2). When displaying the presentation mode selection icons in the normal state, the presentation control means 300 references the information stored in the specific storage area 304 and, based on the presentation mode selected in the previous time-saving state, moves the cursor to the icon corresponding to the presentation mode. Therefore, if a return to the time-saving state occurs in the normal state after the time-saving state ends (when "C time-saving 2" is won), and the player desires the same presentation mode as in the previous time-saving state, the presentation mode is selected without the player having to perform any operation (without moving the cursor). This reduces the burden on the player.
[0156] The above describes a case where "C Time Reduction 2" is selected in the first special symbol lottery in the normal state after the time-saving state ends, resulting in a transition to (return to) the time-saving state. However, in the normal state after the time-saving state ends, there is a case where a "big win" (win) is selected in the first special symbol lottery (a third result is obtained). If a "win" is selected in the first special symbol lottery in the normal state, a first special game state is initiated, and after the first special game state ends, a transition to the time-saving state or the slight time-saving state occurs. In this embodiment, in the first special game state, a first win effect is executed, in which no performance information is displayed, rather than a second win effect, in which performance information is displayed.
[0157] Here, consider the case where the second win effect (FIG. 10(b)) is executed in the first special game state. In other words, the second win effect is executed, and in the first special game state, performance information that is a continuation of the performance information (total number of prize balls acquired display S4) that was displayed at the end of the previous time-saving state is displayed. The second win effect is an effect that is executed when the time-saving state (right-hit time-saving state) transitions to the second special game state. In this embodiment, 10 rounds of special play are always executed in the second special game state, and the time-saving state always transitions after the end of the second special game state. Therefore, if the second win effect is executed in the first special game state and the continuation of the total number of prize balls acquired display S4 is displayed, the player is likely to believe that a favorable period (continuous period) is continuing and that the time-saving state will be transitioned to after the end of the first special game state. However, in this embodiment, a "jackpot 3" that transitions to a slight time-saving state after the end of the first special game state is set as a type of "jackpot" in the first special symbol lottery, and if "jackpot 3" is won, the state does not transition to a time-saving state after the end of the first special game state (it transitions to a slight time-saving state). Therefore, if the state does not transition to a time-saving state despite the execution of the second winning effect, the player may feel a great sense of loss.
[0158] In this embodiment, in the first special game state based on winning the first special symbol lottery in the normal game state after the time-saving state ends, the effect control means 300 executes the first win effect instead of the second win effect. In other words, in the first special game state, the same effect as the effect executed when the first special symbol lottery is executed in the very short time-saving state (first win effect) is executed, rather than the effect executed when the second special symbol lottery is executed in the very short time-saving state (second win effect), and performance information is not displayed. This reduces the possibility that the player will believe that a favorable period (continuous period) is continuing. This reduces the sense of loss felt by the player when the game transitions to the very short time-saving state after the first special game state ends.
[0159] In this embodiment, the second special game state always executes 10 rounds of special game, but the first special game state has a higher probability of executing 7 rounds of special game than 10 rounds of special game. In other words, the probability that the number of special games executed in the first special game state and the second special game state will be different is higher. Therefore, in the first special game state based on winning the first special symbol lottery in the normal state after the time-saving state ends, the same effect (first win effect) as the effect executed in the first special game state based on winning the first special symbol lottery in the short-time state is executed, rather than the effect (second win effect) executed in the second special game state based on winning the second special symbol lottery in the time-saving state, thereby simplifying processing. In other words, the first special game state allows for the selection of a seven-round special game that cannot be selected in the second special game state, and if an effect similar to that executed in the second special game state is to be performed in the first special game state, it would be necessary to separately prepare an effect of a time that matches the seven-round special game, but this can be avoided with the configuration of this embodiment.
[0160] The main control board 200 is capable of controlling (changing the length of) the execution time (control time) of the special game state depending on the game state at the time of execution of the special symbol lottery (for example, whether the game state is in a time-shortening state or not, and in which time-shortening state the game state is staying, etc.). In this embodiment, the main control board 200 sets the length of the execution time of the first special game state to the same length whether the game state at the time of winning the first special symbol lottery is the normal state or the slight time-shortening state.
[0161] Here, the execution time of the first special game state is defined as the first hit time. The first hit time can be divided into a start demo time, a special game time, and an end demo time. The start demo time is, for example, the time during which the characters "XX Bonus" (XX is, for example, a character name) are displayed as a display indicating the start of the first special game state (part of the first hit effect). The end demo time is, for example, the time during which the characters "XYZ Time GET" are displayed as a display indicating the transition to a time-shortened state (part of the first hit effect). The special game time is the time between the start demo time and the end demo time, and is, for example, the time during which the special game is being executed (during the round is being played).
[0162] In addition, the execution time of the second special game state is the second winning time. The start demo time and end demo time of the second winning time are set to be shorter than the start demo time and end demo time of the first winning time. Note that "a short time is set" includes the case where "0" is set.
[0163] When a "win" is won in the first special symbol lottery, if the game state is in the slight time-saving state, the main control board 200 may set the execution time of the first special game state as the first win time, but if the game state is in the normal state, the execution time of the first special game state may be set as the second win time. In other words, if a "win" is won in the first special symbol lottery in the normal state after the time-saving state has ended, the time values of the start demo time and end demo time in the first special game state may be set to the same as the time values of the start demo time and end demo time in the second special game state.
[0164] Furthermore, in this case, the effect control means 300 may execute a second win effect in the first special game state based on winning the first special symbol lottery in the normal mode after the time-saving mode ends, and the performance information displayed on the LCD display 32 may be performance information that is a continuation of the performance information displayed at the end of the previous time-saving mode. In other words, the execution time of the first special game state based on winning the first special symbol lottery in the normal mode may be set as the second win time, and the second win effect may be executed in the first special game state. If the second win effect is executed after setting the second win time, it is possible to reduce the sense of discomfort felt by the player. Note that in this case, the information stored in the specific memory area 304 is not initialized when winning the first special symbol lottery in the normal mode after the time-saving mode ends.
[0165] The specification for executing the second winning effect in the first special game state based on winning the first special symbol lottery in the normal state after the time-saving state ends is more preferably adopted in a gaming machine that does not provide a winning type (jackpot 3) that does not transition to the time-saving state after the end of the first special game state in the type of winning that can be won in the first special symbol lottery. Also, the specification is more preferably adopted in a gaming machine that executes the same number of special games (for example, 10 rounds) as in the second special game state, regardless of which "win" was won in the first special symbol lottery. In other words, it is preferable that this specification be adopted in a gaming machine in which, after both the first special gaming state and the second special gaming state have ended, the game always transitions to a specific gaming state (note that there may be multiple such specific gaming states) that is advantageous to the player, or in a gaming machine in which there is no allocation of different numbers of rounds between the first special gaming state and the second special gaming state.
[0166] The presentation control means 300 displays a time-saving end image (FIG. 11) on the liquid crystal display 32 when the time-saving state ends. The time-saving end image includes information (achievement information) showing the results of the game during the continuous period, such as a display showing the total number of prize balls won in special games during the continuous period, a display showing the number of times the time-saving state was entered during the continuous period, and a display showing the type of win won and the number of wins during the continuous period. In other words, when the time-saving state ends, the above-mentioned various information (achievement information) managed in the specific memory area 304 is displayed.
[0167] (Preparatory performance) The effect control means 300 can execute a preparation effect in the normal state. The preparation effect encourages the player to use a left-handed shot to aim the game ball at the first starting hole 46 (to obtain an opportunity to draw the first special symbol). In other words, the preparation effect is executed while waiting for the game ball to enter the first starting hole 46 (to execute the first special symbol drawing). FIG. 12 shows an example of the preparation effect, showing a display S related to the preparation effect displayed on the LCD display 32. The display S is a window image with a roughly rectangular frame, and includes an image (enlarged image) showing the first starting hole 46 and its surrounding area on the gaming board 6, an arrow pointing from the left side toward the first starting hole 46 in the image, and the words "Aim!" Note that the words may be, for example, "Aim for the start chucker!" Although not shown, the display S may also include a display encouraging the player to use a left-handed shot (a left-handed shot display).
[0168] (Special performance) The effect control means 300 executes a special effect (shutter effect) when the first result (winning C time reduction 2) or the second result (winning C time reduction 1) is obtained in the first special symbol lottery under normal conditions. As shown in FIG. 13, the special effect is an effect that starts with the appearance (display) of a shutter (door). Specifically, a left shutter and a right shutter appear from the outside to the inside in the left-right direction, and the shutters stop in a half-open state. For the first half of the special effect (at least the period from when the shutters appear until they stop in a half-open state), the same effect is executed whether the result of the first special symbol lottery is the first result or the second result.
[0169] In the second half of the special effect, different effects are executed depending on whether the result of the first special symbol lottery is the first result or the second result. The effect control means 300 executes a special effect of a success pattern when the result of the first special symbol lottery is the first result, and executes a special effect of a failure pattern (first failure pattern or second failure pattern) when the result of the first special symbol lottery is the second result. The success pattern is an effect in which a decision to transition to the time-shortened state is finally announced; for example, a shutter closes, then an effect encouraging a transition to the time-shortened state is executed, then a push effect is executed, and the decision to transition to the time-shortened state is announced based on the effect button 26 being pressed. The first failure pattern is an effect in which a decision to transition to the time-shortened state is finally announced; for example, a shutter closes, then an effect encouraging a transition to the time-shortened state is executed, then a push effect is executed, and the decision to transition to the time-shortened state is announced based on the effect button 26 being pressed. The second failure pattern is a presentation in which it is announced that the transition to the time-saving state has not been decided, and the presentation ends without the shutter closing (without proceeding to the next presentation). In the second failure pattern, the presentation execution time is shorter than in the first failure pattern.
[0170] The special effect can be either when the shutter closes and the effect continues (success pattern or first failure pattern), or when the shutter does not close and the effect ends (second failure pattern). In this embodiment, when the special effect starts and the shutter closes, there is a 50% probability that the game will transition to the time-saving mode. Therefore, when the special effect starts, the player can hope that the shutter will close.
[0171] (Big hit effect) When the third result (winning a jackpot) is obtained in the first special symbol lottery in the normal state, the effect control means 300 executes a jackpot effect instead of a special effect. The jackpot effect is an effect in which the background (normal background) displayed in the short-time mode is displayed on the liquid crystal display 32, and the liquid crystal display 32 displays a variable display of the effect symbol based on the variable display of the first special symbol (variable display effect), a reach effect is executed during the variable display effect, and after the reach effect, a stop display effect is executed in which the effect symbol stops and displays in a manner corresponding to a jackpot. The normal background can be one that depicts a landscape or a cityscape. The jackpot effect is the same effect that can be executed when a "jackpot" is won in the first special symbol lottery in the short-time mode.
[0172] In this embodiment, the game transitions to the normal state after the time-saving state ends, but two situations may occur: when the time-saving state ends, there is no reserved first special random number value (first situation), and there is a reserved first special random number value (second situation). In the first situation, the performance control means 300 executes a preparation performance, and executes a special performance or a jackpot performance based on the detection of the entry of a gaming ball into the first starting hole 46 and the execution of a first special symbol lottery. In the second situation, the performance control means 300 does not execute a preparation performance, and executes a special performance or a jackpot performance based on the execution of a first special symbol lottery based on the reserved first special random number value.
[0173] In this embodiment, after the time-saving state ends, the system transitions to the normal state, and the time-saving end image (FIG. 11) is not displayed based on the execution of a preparation effect (or special effect). However, the system may be configured as follows. For example, when the time-saving state ends, a closed shutter (door) is displayed. Then, in the normal state after the time-saving state ends, a lottery for a first special symbol is executed, and if the result of the lottery is the second result, the closed shutter remains closed and information indicating the results of the game over the continuous period (achievement information) (the result exemplified in FIG. 11) is displayed. On the other hand, if the result of the lottery is the first result, the closed shutter opens, proceeds to the next effect, and finally, it is announced that the transition to the time-saving state (pullback) has been decided. In the normal state after the time-saving state ends, the system may be configured so that information indicating the results of the game over the continuous period (achievement information) can be displayed during a portion of the variable display period of the first special symbol.
[0174] The gaming machine of this embodiment is A gaming machine having a gaming area (gaming area 4) in which gaming media move, and in which gaming media are released into the gaming area in response to a player's operation, the gaming machine having lottery means (special symbol lottery means 230), state control means (game state transition control means 250), special game execution means (special game execution means 260), presentation control means (presentation control means 300), and a specific memory area (specific memory area 304), The lottery means performs a first lottery (a first special symbol lottery) based on the game medium entering a first area (a first starting hole 46) provided in the game area, and performs a second lottery (a second special symbol lottery) based on the game medium entering a second area (a second starting hole 49) provided in the game area, The state control means controls the transition of a gaming state between a plurality of gaming states including a normal gaming state (normal state), a first specific gaming state (time-shortened state), a second specific gaming state (slightly time-shortened state), and a special gaming state; The special game execution means controls the execution of the special game in the special game state, and in the special game, a specific movable object (special device 56) operates in a state in which a game medium can enter a predetermined area (big prize opening 50) provided in the game area, The performance control means controls the execution of performance on the performance display device (liquid crystal display 32), The state control means When a specific result is obtained in the first lottery or the second lottery, the gaming state can be transitioned to the special gaming state, and after the special gaming state ends, the gaming state can be transitioned to the first specific gaming state; When a predetermined condition is met in the first specific gaming state, the first specific gaming state can be ended and the gaming state can be transitioned to the normal gaming state, When a first result (C time reduction 2) is obtained in the first lottery in the normal gaming state, the gaming state can be transitioned to the first specific gaming state, When a second result (C time reduction 1) is obtained in the first lottery in the normal gaming state, the gaming state can be transitioned to the second specific gaming state, In the second specific gaming state, even if the first result is obtained in the first lottery, the gaming state is not shifted to the first specific gaming state, The effect control means is capable of displaying, on the effect display device in the first specific game state, performance information based on the fact that the special game has been executed in the special game state to which the transition has been made after the specific result has been obtained in at least the first specific game state; the specific memory area is capable of retaining information relating to the performance information, and is configured to retain information relating to the performance information displayed at the end of the first specific gaming state; The presentation control means is capable of displaying the performance information based on the information stored in the specific memory area when the first result is obtained in the normal gaming state after the end of the first specific gaming state and a transition is made to the first specific gaming state.
[0175] In the first specific game state, performance information based on the execution of a special game can be displayed. Furthermore, after the first specific game state ends, the game transitions to the normal game state, and if a first result is obtained in the normal game state, the game transitions to the first specific game state. Furthermore, once the first specific game state ends and the game transitions to the first specific game state via the normal game state, performance information based on information stored in a specific memory area is displayed. By displaying this performance information, the player can perceive a series of periods in which the first specific game state is repeatedly executed via other game states as continuing without interruption. Furthermore, since performance information based on information stored at the end of the previous first specific game state is displayed (the amount of performance information carried over), the value (number) indicated by the performance information is more likely to be a relatively large value (number). This can give the player the impression that they have earned a large amount of profit during the series of periods. This provides a gaming machine that can give players a sense of satisfaction.
[0176] Next, we will explain what happens if a power outage (power cutoff to the gaming machine) occurs in the normal state after the time-saving state ends, before the display of the changing first special pattern related to the first special pattern lottery begins, or while the display of the changing first special pattern related to the first special pattern lottery is in progress.
[0177] When the power is restored after a power outage (power failure), a process for recovering from the power failure is performed. Recovery from a power failure may involve RAM clearing or may not involve RAM clearing. The main control board 200 is equipped with a RAM clear switch (not shown) that can be pressed. When the power is turned on with the RAM clear switch pressed (recovering from a power failure), RAM clearing (RAM clearing process) is performed, and at least a portion of the information stored in the RAM of the main memory 290 of the main control board 200 is initialized (reset). Note that the RAM clearing process may also initialize (reset) at least a portion of the information stored in the RAM of the memory in the frame control board 201. In this embodiment, when RAM clearing is performed, the game state is reset and the game state is set to the normal state. Hereinafter, when recovery from a power failure (power is restored), it simply refers to recovery from a power failure without RAM clearing.
[0178] The main control board 200 stores and manages information relating to games (at least information relating to the game status of the gaming machine and information relating to the variable display of special symbols) in the RAM of the main memory 290. When a power outage occurs and the power is restored (when the power is restored without clearing the RAM), the main control board 200 does not execute the process of initializing the information.
[0179] On the other hand, when a power outage occurs and the power is restored (whether the power outage is restored with or without a RAM clear), the sub-control board 202 performs a process to initialize (set to an initial state) at least a portion of the information stored in the RAM of the sub-memory 302, and in this embodiment, the information stored in the specific memory area 304 is initialized. Therefore, the information stored in the specific memory area 304 (information regarding balls paid out during a continuous period, information regarding game results during a continuous period) is not retained (carried over) across a power outage. Specifically, for example, the stored values of the first counter and second counter described above are set to the initial value "0".
[0180] When the power is turned back on after a power outage, the main control board 200 performs processing to return the gaming machine to the state it was in before the power outage occurred, based on information stored in the main memory 290, etc. In the normal state after the time-shortened state ends, if the power is cut off in a state before the variable display of the first special symbol related to the first special symbol lottery begins and the power is restored after the power outage, that state (the normal state) is set again. Also, in the normal state after the time-shortened state ends, if the power is cut off in a state during the variable display of the first special symbol related to the first special symbol lottery and the power is restored after the power outage, that state (the normal state) is set again.
[0181] If the first result (winning C time-saving 2) is obtained in the first special symbol lottery in the normal state after power is restored, the gaming state transition control means 250 transitions the gaming state to the time-saving state. Furthermore, the presentation control means 300 executes a time-saving presentation (FIG. 10(c)) in the time-saving state. At this time, the presentation control means 300, based on the fact that the information stored in the specific storage area 304 of the sub-memory 302 has been initialized, sets a state in which at least a portion of the performance information (such as the cumulative number of winning balls display S4, the consecutive number of times icon S5, and the win icon S6) is not displayed. In other words, if the specific storage area 304 is in its initial state when transitioning to the time-saving state, the presentation control means 300 executes a time-saving presentation in which at least a portion of the performance information is not displayed. In this embodiment, when a first result is obtained in the first special symbol drawing in the normal state after power is restored and the game transitions to the time-saving state, and the value stored in the first counter is "0," at least the cumulative prize ball count display S4 is not displayed in the time-saving state. The fact that the cumulative prize ball count display S4 is not displayed also includes the fact that the cumulative prize ball count display S4, which indicates that the cumulative prize ball count is "0," is not displayed. The cumulative prize ball count display S4 is displayed in the second special game state based on a "win" in the second special symbol drawing in the time-saving state, and in the time-saving state transitioned to after the second special game state ends. The presentation control means 300 executes the second winning presentation (FIG. 10(b)) in the second special game state and can display performance information (the cumulative prize ball count display S4).
[0182] In this embodiment, when the specific memory area 304 of the sub-memory 302 is initialized in the normal state after the time-saving state ends, and the game transitions to the time-saving state based on the first result being obtained in the first special pattern lottery, the performance information (at least a part of it) is not displayed until the second special game state is started via the time-saving state.
[0183] Here, we will explain the effects that are executed in (1) the normal state after the time-saving state ends, (2) the normal state that is set when a power outage occurs in the normal state after the time-saving state ends and before the variable display of the first special symbol related to the first special symbol lottery begins, and then the normal state is set when the power is restored from the power outage, and (3) the normal state that is set after a RAM clear is executed (after a power outage is restored with a RAM clear). Note that in the above (1), it is assumed that there is no first special random number value reserved at the end of the time-saving state.
[0184] (1) When the time-shortening state ends and the game enters the normal state, the effect control means 300 executes an effect (preparation effect (Fig. 12)) corresponding to the normal state. The preparation effect is an effect that is not executed in game states other than the normal state, and can be said to be an effect that suggests that the game is remaining in the normal state. When the preparation effect is being executed on the liquid crystal display 32, the player can understand that the game state is the normal state (a game state in which a transition to the time-shortening state is determined when the first result is obtained, and which is a game state that is more advantageous than the slight time-shortening state).
[0185] (2) In the normal state after the time-saving state ends and a power outage occurs before the variable display of the first special symbol related to the first special symbol lottery begins, the effect control means 300 executes a low-probability effect instead of a preparation effect in the normal state that is set when the power is restored from the power outage. The low-probability effect is an effect in which the background (normal background) that is displayed in the slight time-saving state is displayed on the LCD display 32, and is an effect that does not suggest that the player is in the normal state. In other words, the low-probability effect is an effect that can be executed when the variable display of the special symbol is not being executed in the slight time-saving state. When a low-probability effect is executed, it becomes difficult for the player to understand that the game state is normal.
[0186] (3) In the normal state set after RAM clearing, the effect control means 300 executes a low probability effect (display of a normal background) instead of a preparation effect. By executing a low probability effect, it becomes difficult for a player to understand that RAM clearing has been executed and the game state has returned to the normal state. In other words, it is difficult for a player to understand that RAM clearing has been executed.
[0187] In the normal state of (2) and (3) above, when a low probability effect (normal background display) is being executed, if the first result (winning C time-saving 2) is obtained in the first special pattern lottery, a special effect (Figure 13) is executed (started). In this case, the special effect executes a successful pattern, and it is announced that a transition to the time-saving state has finally been decided. In other words, if a special effect is executed in the normal state of (2) and (3) above, a transition to the time-saving state is always made. In addition, in a configuration in which a display showing the number of times "C Time Reduction 2" has been won in the first special pattern lottery in the normal state (for example, a number of pull-back icons corresponding to the number of pull-backs; in other words, the number of pull-backs) is displayed as a time-saving effect, winning "C Time Reduction 2" in the first special pattern lottery in the normal state after power is restored (for example, after the RAM is cleared) may not be reflected in the display.
[0188] In addition, in the normal state of (2) and (3) above, when a low probability effect (display of the normal background) is being executed, if the third result (winning a jackpot) is obtained in the first special pattern lottery, the jackpot effect will be executed (started).
[0189] Furthermore, in a situation where a low-probability effect (display of a normal background) is being executed in the normal state of (2) and (3) above, if the second result (winning C time reduction 1) is obtained in the first special symbol lottery, if the fluctuation time of the first special symbol is determined to be time A, effect A is executed, and if the fluctuation time of the first special symbol is determined to be time B, which is longer than time A, effect B is executed. In effect A, the normal background is displayed on the liquid crystal display 32, and a fluctuation display of the effect symbol based on the fluctuation display of the first special symbol (fluctuating display effect) is performed on the liquid crystal display 32, and a stop display effect is executed in which the effect symbol is stopped and displayed in a manner corresponding to the second result. In effect B, the normal background is displayed on the liquid crystal display 32, and a fluctuation display of the effect symbol based on the fluctuation display of the first special symbol (fluctuating display effect) is performed on the liquid crystal display 32, and a reach effect is executed during the fluctuation display effect, and a stop display effect is executed after the reach effect effect, in which the effect symbol is stopped and displayed in a manner corresponding to the second result. In addition, this reach effect is the same as the reach effect that can be executed when the first special pattern lottery is executed in the slight time-saving state.
[0190] In addition, in the normal state after the time-saving state ends, a power outage occurs before the variable display of the first special symbol related to the first special symbol lottery begins, and in the normal state that is set when the power is restored from the power outage (above (2)), a preparation effect may be executed instead of a low-probability effect. Also, in the normal state that is set after the RAM is cleared (above (3)), a preparation effect may be executed instead of a low-probability effect. By executing the preparation effect, the player can understand that the gaming state is normal. The state in which the preparation effect is being executed can attract players and increase the operating rate of the gaming machine.
[0191] Next, we will explain what happens when, in the normal state after the time-saving state ends, the first result (winning C time-saving 2) is obtained in the first special symbol lottery, a power outage occurs during the variable display of the first result of the first special symbol, and the power is restored. After the power is restored, the sub-control board 202 receives information indicating that the first special symbol is being displayed variable and information indicating that the game state is normal from the main control board 200. Based on this information, the presentation control means 300 displays the normal background on the LCD display 32 and executes a variable display of presentation symbols (high-speed variable display presentation) based on the variable display of the first special symbol on the LCD display 32. Note that if a special presentation (Figure 13) was being executed immediately before the power outage, that special presentation will not be executed (resumed) after the power is restored.
[0192] Next, the sub-control board 202 receives information (symbol determination information) relating to the stop display of the first special symbol from the main control board 200. Here, information indicating that the first special symbol is to be stopped and displayed in a manner corresponding to "C time reduction 2" is received. Based on this information, the performance control means 300 executes a stop display of the performance symbol (stop display performance) on the liquid crystal display 32, and causes the performance symbol to be stopped and displayed in a manner corresponding to "C time reduction 2". For example, a left performance symbol 350 indicating "3", a middle performance symbol 352 indicating "5", and a right performance symbol 354 indicating "7" are displayed.
[0193] Next, the sub-control board 202 receives information regarding the transition of the gaming state from the main control board 200 after the lapse of the fixed display period (for example, 0.5 seconds) of the first special symbol. Here, information indicating that the gaming state will transition to a time-saving state is received. Based on this information, the presentation control means 300 executes (starts) a time-saving presentation and displays a background corresponding to the time-saving state on the liquid crystal display 32. The liquid crystal display 32 switches from a state in which the presentation symbol is displayed frozen against a normal background to a state in which a background corresponding to the time-saving state (time-saving background) is displayed.
[0194] When power is restored from the power outage, the presentation control means 300 may display a monochromatic background (monochromatic image) and the words "Restoring" instead of displaying the normal background or a variable display of presentation symbols (stop display display). In other words, a presentation (return presentation) that notifies the player that power is being restored from the power outage may be executed. The presentation control means 300 may execute the return presentation until it receives information indicating a transition to a time-shortened state, and execute the time-shortened presentation based on the reception of the information. By executing the return presentation after power is restored and then executing the time-shortened presentation (time-shortened background), the sense of incongruity felt by the player may be reduced compared to the case where the normal background is (suddenly) switched to the time-shortened background as described above.
[0195] Furthermore, after the power is restored from the power outage and while the first special symbol is being displayed in a variable manner (until the symbol determination information is received), the presentation control means 300 cannot determine whether or not "C Time-Shortening 2" has been won. For this reason, the presentation control means 300 cannot display the above-mentioned icon A and icon B, which allow the user to select a presentation mode in the time-shortening state. In this case, the presentation control means 300 starts the time-shortening presentation based on the reception of information indicating that the gaming state will transition to the time-shortening state, but in the time-shortening presentation, the presentation of the presentation mode (e.g., mode A) that is predetermined as the initial setting (basic setting) is executed.
[0196] The gaming machine of this embodiment is A gaming machine having a gaming area (gaming area 4) in which gaming media move, and in which gaming media are released into the gaming area in response to a player's operation, the gaming machine having lottery means (special symbol lottery means 230), state control means (game state transition control means 250), special game execution means (special game execution means 260), and presentation control means (presentation control means 300), The lottery means performs a first lottery (a first special symbol lottery) based on the game medium entering a first area (a first starting hole 46) provided in the game area, and performs a second lottery (a second special symbol lottery) based on the game medium entering a second area provided in the game area, The state control means controls the transition of a gaming state between a plurality of gaming states including a normal gaming state, a first specific gaming state (time-shortening state), and a special gaming state; The special game execution means controls the execution of the special game in the special game state, and in the special game, a specific movable object (special device 56) operates in a state in which a game medium can enter a predetermined area (big prize opening 50) provided in the game area, The performance control means controls the execution of performance on the performance display device (liquid crystal display 32), The state control means When a specific result is obtained in the first lottery or the second lottery, the gaming state can be transitioned to the special gaming state, and after the special gaming state ends, the gaming state can be transitioned to the first specific gaming state; When a predetermined condition is met in the first specific gaming state, the first specific gaming state can be ended and the gaming state can be transitioned to the normal gaming state, When a first result (C time reduction 2) is obtained in the first lottery in the normal gaming state, the gaming state can be transitioned to the first specific gaming state, The performance control means At least, it is possible to display on the performance display device in the first specific game state, performance information based on the fact that the specific result has been obtained in the first specific game state and the special game has been executed in the special game state to which the transition has been made, When a transition to the first specific game state is made based on the first result being obtained in the normal game state, and the specific memory area (specific memory area 304) that stores information related to the performance information is in an initial state, at least a part of the performance information that can be displayed on the performance display device is not displayed in the first specific game state.
[0197] In the first specific gaming state, performance information based on the execution of a special game can be displayed. Furthermore, if a first result is obtained in the normal gaming state, the game transitions to the first specific gaming state. Furthermore, if the specific memory area storing performance information is in its initial state when transitioning to the first specific gaming state, at least a portion of the performance information is not displayed in the first specific gaming state. If performance information is not stored when transitioning to the first specific gaming state, the number of performance information items displayed can be reduced to provide a display that is easy for the player to view. Furthermore, if performance information indicating a performance of "0" is displayed in the first specific gaming state (a favorable state), the player may feel disappointed. However, this embodiment reduces this possibility.
[0198] In addition, in the gaming machine of this embodiment, The specific storage area is reset to its initial state when a power outage occurs.
[0199] As described above, when the time-saving state transitions to the normal state based on the establishment of the termination condition, and if there is a first special random number value reserved at the end of the time-saving state, the special effect (shutter effect) is executed (started) without the preparation effect being executed in the normal state. Also, in this embodiment, when the time-saving state transitions to the normal state based on the establishment of the termination condition, and if there is a first special random number value reserved at the end of the very short time-saving state, the special effect (shutter effect) is executed (started) without the preparation effect being executed in the normal state. By starting the special effect based on the transition to the normal state, it is possible to create a sense of expectation (excitement, thrill) in the player.
[0200] Here, a description will be given of the look-ahead effects that can be executed by the effect control means 300. Note that control related to the look-ahead effects may be executed by a pre-determination effect control means (not shown) included in the effect control means 300. As described above, the special symbol lottery means 230 acquires a random number value for special symbol lottery from the random number generation means 210 based on input of a detection signal from the first start port switch 100 that detects each gaming ball entering the first start port 46, and stores the value as a first special random number value in the special random number storage means 2914 of the main memory 290. In addition, the special symbol lottery means 230 reads out the first special random number value from the special random number storage means 2914, and performs a jackpot determination process, a symbol determination process, etc. as a special symbol lottery.
[0201] The special symbol lottery means 230 also performs a jackpot determination process, a symbol determination process, etc. as a preliminary determination process when storing the first special random number value in the special random number storage means 2914. When the special symbol lottery means 230 (preliminary determination means) acquires a random number value for special symbol lottery from the random number generation means 210 based on the input of a detection signal from the first start port switch 100, the special symbol lottery means 230 (preliminary determination means) performs a jackpot determination process, a symbol determination process, etc. as a preliminary determination process for the first special random number value according to the game state and the number of reserved balls at that time before storing the first special random number value as the first special random number value in any of the first special reserve memory areas 1 to 4. Note that the preliminary determination process may be configured to have a dedicated process for preliminary determination (jackpot preliminary determination process, symbol preliminary determination process) rather than the same process as the jackpot determination process or symbol determination process executed when a variation based on the random number value for special symbol lottery actually stored as reserved is executed (for example, a lottery process executed based on the same table data). In addition, the preliminary determination process may be configured to perform a preliminary determination regarding the variation time of the special symbol.
[0202] The special symbol lottery means 230 transmits the preliminary determination result including the results of each of the preliminary determination processes such as the jackpot determination process and the symbol determination process to the sub-control board 202 (performance control means 300) as preliminary determination result information, and stores the result in one of the first special reserve memory areas 1 to 4 in association with the first special random number value that was the subject of the preliminary determination process. When another first special random number value is stored in the special random number memory means 2914 at the time when the first special random number value is acquired, the performance control means 300 is capable of executing a pre-reading performance via the liquid crystal display 32 or the like in accordance with the preliminary determination result information corresponding to the acquired first special random number value, during the period from when the first special random number value is acquired until the variable display of the first special symbol for that first special random number value is completed, or during the period from when the variable display of the first special symbol for the first special random number value acquired before that first special random number value is completed.
[0203] An example of a pre-reading effect (specific effect) is to change the display mode (color, etc.) of the first reserved image 420 (FIG. 9(a)) corresponding to the first special random number value according to the result of the pre-determination process, thereby suggesting the result of the first special symbol lottery (expected jackpot) in advance. In other words, the pre-reading effect is an effect that suggests the result of the first special symbol lottery in advance. The color of the first reserved image 420 represents the expectation that the result of the first special symbol lottery will be a positive one for the player, with the expectation increasing in the order of white, blue, green, red, and gold, for example.
[0204] When a first special random number value is acquired and other first special random number values are stored in the special random number storage means 2914, the performance control means 300 performs a look-ahead performance lottery to determine whether or not to execute a look-ahead performance for the acquired first special random number value at the time of acquiring the first special random number value. When the look-ahead performance lottery is won, the performance control means 300 determines to execute a look-ahead performance.
[0205] The performance control means 300 performs a lottery for a pre-reading performance for the first special random number value, and based on the decision to execute the pre-reading performance, if there is no first special random number value among the first special random number values reserved in the special reserve memory area and the first special reserve memory area 1 to the first special reserve memory area 4 that has been obtained before the first special random number value for which the execution of the pre-reading performance has been decided, for which the result of the jackpot determination process included in the preliminary judgment result is a jackpot, the performance control means 300 determines that the start condition for the pre-reading performance is met and executes (starts) the pre-reading performance.
[0206] For example, when a first special random number value is stored in the first special reserve memory area 1 and the first special reserve memory area 2, if the first special random number value is acquired and the execution of a pre-reading performance is determined in the pre-reading performance lottery at the time of acquisition, the performance control means 300 starts the pre-reading performance based on the determination, and changes the color of the first reserve image 420 corresponding to the first special random number value for which the execution of the pre-reading performance has been determined (for example, from white to red) while the first special pattern is changing based on the first special random number value prior to the first special random number value for which the execution of the pre-reading performance has been determined.
[0207] Hereinafter, when "C Time Reduction 2" is won in the first special pattern lottery in the normal state and the transition to the time-reduction state is decided, this may be referred to as "success in normal state" or "success in normal state."
[0208] When the first special game state based on winning "Jackpot 3" in the first special symbol lottery ends and transitions to the micro-time-saving state, or when transitions to the micro-time-saving state based on winning "C Time-saving 1" in the first special symbol lottery during the normal state, the number of times the first special symbol is displayed in a variable manner during the micro-time-saving state reaches a predetermined number (1,329 times), and the condition for ending the micro-time-saving state is met, and transitions to the normal state occurs. In the micro-time-saving state, the effect control means 300 can execute an effect (first reserved effect) in which a first reserved image 420 ( FIG. 9(a) ) corresponding to the reserved first special random number value is displayed on the liquid crystal display 32. Furthermore, the effect control means 300 can execute a look-ahead effect for the first special random number value during the micro-time-saving state.
[0209] In the normal state after the RAM is cleared, there is no reserved first special random number value because the memory (main memory 290) has been initialized. In the normal state after the RAM is cleared, the first reserved image 420 corresponding to the first special random number value is not displayed.
[0210] Furthermore, the effect control means 300 can execute an effect (second hold effect) in the time-shortened state in which a second hold image 422 (FIG. 9(d)) corresponding to the reserved second special random number value is displayed on the liquid crystal display 32. In the time-shortened state, the second hold effect is executed, the first hold effect is not executed, and the look-ahead effect for the first special random number value is not executed. A transition to the normal state is made based on the establishment of the termination condition for the time-shortened state, but in the time-shortened state, an effect is executed in which the second hold image 422 corresponding to the reserved second special random number value is displayed on the liquid crystal display 32, so that the first hold image 420 of the first special random number value, which can be the target of a special effect in the normal state, is not displayed, and no display suggesting success in the normal state (such as a red hold) is displayed.
[0211] When a predetermined period (the number of times the first special symbol changes is 1329) has elapsed in the micro-time shortening state, the game will transition to the normal state. Here, we will explain what happens when a pre-reading effect is executed in the period immediately before the predetermined period has elapsed in the micro-time shortening state. FIG. 14 shows an example of a display when the pre-reading effect is executed. In FIG. 14, the first special random number value stored in the first special reserve memory area 1 is one for which the execution of the pre-reading effect has not been determined, and a white (normal color) first reserved image 420 is displayed in the first reserved display area 411 corresponding to the first special reserve memory area 1. Note that the first reserved image 420 corresponds to the 1327th change in the first special symbol in the micro-time-saving state. Also, the first special random number value stored in the first special reserve memory area 2 is one for which the execution of the pre-reading effect has not been determined, and a white (normal color) first reserved image 420 is displayed in the first reserved display area 412 corresponding to the first special reserve memory area 2. Note that the first reserved image 420 corresponds to the 1328th change in the first special symbol in the micro-time-saving state. In addition, the first special random number value stored in the first special reserve memory area 3 is one for which the execution of the pre-reading effect has not been determined, and a white (normal color) first reserve image 420 is displayed in the first reserve display area 413 corresponding to the first special reserve memory area 3. Note that the first reserve image 420 corresponds to the 1329th (last) variable display of the first special symbol in the micro-time shortening state. In addition, the first special random number value stored in the first special reserve memory area 4 determines the execution of the pre-reading effect, and as a result of the pre-reading effect being executed, a red first reserve image 420 is displayed in the first reserve display area 414 corresponding to the first special reserve memory area 4. Note that the first reserve image 420 corresponds to the variable display of the first special symbol in the normal state.
[0212] In the very short time-saving state, the player can grasp the number of times the first special symbol has changed during the very short time-saving state through the change count display (not shown) on the effect display displayed on the liquid crystal display 32 or a data counter provided on the top of the gaming machine, and can grasp how long it will take for the very short time-saving state to end and transition to the normal state. Therefore, if a look-ahead effect is executed just before the very short time-saving state ends and the red first reserved image 420 is displayed, the player may think that the look-ahead effect is a look-ahead effect suggesting the success of the normal state, and may have excessive expectations in advance that there may be a high probability of success in the normal state.
[0213] As shown in Figure 7(b), the probability of successfully entering the normal state, i.e., the probability of winning "C Time Reduction 2" in the first special symbol lottery in the normal state and deciding to transition to the time-saving state, is about 20% (about 1 / 5). Therefore, if the player has excessive expectations before the lottery, the player may feel a great sense of loss if they do not succeed in entering the normal state.
[0214] (Slight time saving state) In the very short time shortening state, the effect control means 300 does not decide to execute the look-ahead effect (limits the execution of the look-ahead effect) for the first special random number value obtained after the start of the "1326th" first special symbol variable display, which is before the last first special symbol variable display in the very short time shortening state (four variations before the end of the very short time shortening state). Note that "not deciding to execute the look-ahead effect" may mean that the probability of winning the look-ahead effect lottery based on the first special random number value is 0%, or may be configured so that the look-ahead effect lottery based on the first special random number value is not executed.
[0215] FIG. 15(a) shows an example of a case where a first special random number value is acquired (a new first special random number value is reserved) based on the game ball entering the first starting hole 46 after the 1326th variable display of the first special symbol has begun during the micro-time-saving mode. This example shows a case where the first special random number value is stored in the first special reservation memory area 1 to the first special reservation memory area 3, and the newly acquired first special random number value is stored in the first special reservation area 4. The first special random number value corresponds to the variable display of the first special symbol during the normal mode, but the execution of the pre-reading effect is not determined for the first special random number value. Furthermore, the execution of the pre-reading effect is not determined for the first special random number value or any subsequent first special random number value. As shown in FIG. 15(a), a white (normal color) first reserved image 420 is displayed in the first reserved display area 414 corresponding to the first special reservation memory area 4. In other words, the first reserved image 420 does not change to red or any other color. In addition, even when the first special random number value corresponding to the first reserved image 420 is moved to the first special reserved memory area whose ordinal number is one smaller, the color of the first reserved image 420 does not change (pre-reading effect is not executed). For this reason, in the slight time-saving state, an effect (pre-reading effect) that suggests the result of the first special symbol lottery in the normal state in advance is not executed.
[0216] In addition, in Figure 15(a), the first special random number values stored in the first special reserve memory area 1 to the first special reserve memory area 3 are first special random number values obtained before the execution of the pre-reading performance is restricted, and are capable of executing the pre-reading performance.
[0217] FIG. 15(b) shows another example of a case where, after the 1326th variable display of the first special symbol has begun in the micro-time-saving state, a first special random number value is acquired based on the game ball entering the first starting hole 46 (a new first special random number value is reserved), and shows a case where the first special random number value is stored in the first special reservation memory area 1, and the newly acquired first special random number value is stored in the first special reservation memory area 2. At this time, it is not determined whether a look-ahead effect will be executed for the first special random number value. It should be noted that it is not determined whether a look-ahead effect will be executed for the first special random number value or any first special random number value acquired thereafter. As shown in FIG. 15(b), a white (normal color) first reserved image 420 is displayed in the first reserved display area 412 corresponding to the first special reserved memory area 2. The first special random number value corresponds to the 1328th variable display of the first special symbol in the micro-time-saving state. In this case, the execution of the pre-reading effect is not determined for the first special random number value acquired after the first special random number value, and therefore the execution of the pre-reading effect is not determined for the first special random number value corresponding to the variable display of the first special symbol in the normal state. For this reason, in the micro-time-saving state, the effect (pre-reading effect) that suggests the result of the first special symbol lottery in the normal state in advance is not executed.
[0218] The effect control means 300 controls the micro-time-saving state so that it does not determine the execution of a look-ahead effect for at least the first special random number value related to the variable display of the first special symbol in the normal state. Therefore, in the micro-time-saving state, an effect (look-ahead effect) that suggests the result of the first special symbol lottery in the normal state in advance is not executed. This prevents the player from having excessive expectations about the success of the normal state. Furthermore, if an effect (look-ahead effect) that suggests the result of the first special symbol lottery in the normal state in advance is executed in the micro-time-saving state, and if this effect suggests that the expectation is not high (low), the player's expectations may be diminished when the game transitions to the normal state and the special effect begins. Therefore, by not executing the look-ahead effect, the player's expectations when the special effect is executed can be prevented from being diminished.
[0219] When the effect control means 300 controls not to determine the execution of the look-ahead effect for the first special random number value acquired after the 1326th variable display of the first special symbol has started in the very short time state, for example, as shown in Fig. 15(a), the look-ahead effect may be executed for the first special random number value corresponding to the variable display of the first special symbol the last predetermined number of times in the very short time state. Therefore, in consideration of the fact that four first special random number values can be stored in the first special reserve memory area 1 to the first special reserve memory area 4, the effect control means 300 may control not to determine the execution of the look-ahead effect for the first special random number value acquired after the 1322nd variable display of the first special symbol has started in the very short time state.
[0220] FIG. 15(c) shows an example of a case where a first special random number value is acquired (a new first special random number value is reserved) based on the game ball entering the first starting hole 46 after the 1322nd variable display of the first special symbol has begun in the very short time state. This example shows a case where the first special random number value is stored in the first special reservation memory area 1 to the first special reservation memory area 3, and the newly acquired first special random number value is stored in the first special reservation area 4. In this case, the execution of the look-ahead effect is not determined for the first special random number value. Furthermore, the execution of the look-ahead effect is not determined for the first special random number value and any first special random number value acquired thereafter. In other words, the execution of the look-ahead effect is not determined for the first special random number value corresponding to the 1326th variable display of the first special symbol in the very short time state and any first special random number value acquired after the first special random number value.
[0221] In Figure 15(a), for example, suppose a pre-reading effect is executed for the first special random number value corresponding to the 1,328th variation of the first special symbol during the short-time state. The player may mistakenly perceive (misunderstand) the variation of the first special symbol associated with the first special random number value as the variation of the first special symbol during the normal state, potentially creating excessive expectations for the success of the normal state. Therefore, by configuring the system so that the pre-reading effect is not executed (with certainty) for the first special random number value corresponding to the last predetermined number (four) of variations of the first special symbol during the short-time state (just before the end of the short-time state), the possibility of the player mistaking the first special symbol and creating such expectations can be reduced. Furthermore, the possibility of a player who makes such a mistake ending their game without executing the first special symbol lottery during the normal state can be reduced.
[0222] In this embodiment, the effect control means 300 does not determine the execution of the look-ahead effect for the first special random number value acquired after the 1326th variable display of the first special symbol has started in the micro-time-shortened state. Therefore, the execution of the look-ahead effect is not determined for the first special random number value acquired after (immediately after) the first special random number value related to the variable display of the first special symbol in the normal state.
[0223] Here, for example, consider a case where a look-ahead effect is executed for a first special random number value acquired (reserved) two numbers after the first special random number value associated with the variable display of the first special symbol in the normal state. In this case, the player may have a sense of anticipation for the success of the normal state based on the execution of the look-ahead effect. However, with the variable display of the first special symbol associated with the first special random number value acquired two numbers before the first special random number value, a special effect in the normal state is initiated. This may confuse the player. According to this embodiment, the look-ahead effect is not executed for a first special random number value acquired after the first special random number value associated with the variable display of the first special symbol in the normal state, thereby reducing the possibility of player confusion.
[0224] Next, consider the case where a pre-reading effect is executed for a first special random number value acquired after (for example, two after) the first special random number value related to the variable display of the first special symbol in the normal state, and the first reserved image 420 corresponding to the first special random number value turns red (red reserved) (when a high expectation is suggested in advance), and "C time reduction 2" is won in the first special symbol lottery in the normal state. In this case, a transition to the time reduction state occurs based on the winning of "C time reduction 2," and a period (continuous period) in which the transition of the game state between the time reduction state and the special game state is repeated may begin. However, for example, in a configuration in which the second special random number value is consumed with priority over the first special random number value, the player may execute a strategy of winning a jackpot by executing a first special symbol lottery related to the first special random number value for which the red first reserved image 420 is displayed at a desired timing during that period. Therefore, by preventing the pre-reading effect from being executed for the first special random number value obtained after the first special random number value related to the variable display of the first special pattern in the normal state, it is possible to prevent the player from carrying out a predetermined strategy using the first special random number value whose expected value has been suggested in advance. In the above description, it was stated that "the pre-reading effect is not determined for the first special random number value acquired after the first special random number value related to the variable display of the first special symbol in the normal state." However, the "first special random number value acquired after the first special random number value related to the variable display of the first special symbol in the normal state" may be (1) the first special random number value acquired during the period up to the timing when the result of the variable display of the first special symbol in the normal state is notified as the second result (C time-saving 1). In other words, the period until the first special random number value is acquired may be set as the period during which the pre-reading effect is not determined. Also, (2) it may be the first special random number value related to the fourth variable display of the first special symbol in a new micro-time-saving state (the first special random number value related to the 1,334th variable display of the first special symbol when counted consecutively from the previous micro-time-saving state) that can be acquired during the variable display of the first special symbol related to the "first special random number value related to the variable display of the first special symbol in the normal state." In other words, the period until the first special random number value is obtained may be set as a period during which the pre-reading effect is not determined.
[0225] (Normal state) In the normal state, the effect control means 300 does not execute an effect (first hold effect) that displays the first hold image 420 (FIG. 9(a)) corresponding to the reserved first special random number value on the liquid crystal display 32. Moreover, in the normal state, the effect control means 300 does not execute a look-ahead effect for the first special random number value. Moreover, the effect control means 300 controls so as not to determine the execution of a look-ahead effect for the first special random number value acquired in the normal state. In the normal state, the preparation effect (FIG. 12) is executed, and when the game value enters the first start hole 46, a first special symbol lottery is executed and a special effect (FIG. 13) is started, but while the special effect is being executed (during the variable display of the first special symbol), a game ball may enter the first start hole 46. In other words, the first special random number value may be stored (held) in any of the first special hold memory areas 1 to 4. In the normal state, the first special random number value stored in any of the first special reserve memory areas 1 to 4 is not determined to be a pre-reading effect because the game state at the time of acquisition is the normal state. Therefore, if a transition to the minute time-shortened state is made based on winning "C time-shortened 1" in the first special symbol lottery in the normal state, the pre-reading effect is not executed in the minute time-shortened state for the first special random number value stored in the normal state. Note that the pre-reading effect may be executed for the first special random number value acquired after the transition to the minute time-shortened state. In this embodiment, the execution of the pre-reading effect is not determined for the first special random number value acquired in the normal state (the pre-reading effect lottery is not executed), but the execution of the pre-reading effect may be determined for the first special random number value acquired in the minute time-shortened state (the pre-reading effect lottery may be executed).
[0226] Next, we will explain what happens when a first special symbol lottery is executed in the normal state and the first special random number value is stored (reserved) in the first special reservation memory area 1, and the first special symbol lottery results in "C Time Reduction 2." In this case, the transition to the time-saving state is triggered by the first special symbol being stopped and displayed in a manner corresponding to "C Time Reduction 2." However, a special situation may occur in which the first special symbol lottery based on the reserved first special random number value is executed (started) before the second special symbol lottery is executed based on the entry of the gaming ball into the second starting hole 49 (before the second special random number value is stored (reserved)). In this special situation, because the gaming state is the time-saving state, a small "Right Hit" indicator is displayed on the LCD display 32 to encourage the player to hit the right.
[0227] In a special situation, if "Jackpot 3" is won in the first special pattern lottery based on the reserved first special random number value, a special game state will begin. However, if the game state transitions to a slight time-saving state instead of a time-saving state after the special game state ends, the player may feel dissatisfied (feel a sense of loss) because the game state will not transition to the time-saving state even though the player won "C Time-saving 2" in the first special pattern lottery in the normal state.
[0228] The main control board 200 can change the number of time-saving times (FIG. 7(a)) set based on winning a "jackpot" in the first special symbol lottery according to the game state at the time of the lottery. In this embodiment, if the main control board 200 wins "jackpot 3" in the first special symbol lottery in a special situation (time-saving state), it sets a predetermined number of time-saving times (110 times) at the end of the special game state based on the winning. Therefore, if "jackpot 3" is won in the first special symbol lottery in a special situation, the game will transition to the time-saving state without transitioning to the slight time-saving state after the special game state ends. Therefore, even if "jackpot 3" is won, the game will transition to the time-saving state, reducing the possibility of the player feeling dissatisfied (feeling of loss).
[0229] In a special situation, when "Jackpot 3" is won in the first special pattern lottery, if it is not possible to set the specified number of time-saving times (110 times) at the end of the special game state based on that winning (if transition to a slight time-saving state cannot be avoided), the following configuration may be adopted.
[0230] In the normal state, when a first special symbol lottery is executed and a first special random number value is stored (reserved) in the first special reservation memory area 1, if "C time reduction 2" is won in the first special symbol lottery and the reserved first special random number value is associated with a pre-determined result of winning a "jackpot," the performance control means 300 sets the special performance executed during the variable display related to the winning of "C time reduction 2" of the first special symbol related to the first special symbol lottery to a failure pattern instead of a success pattern (changes from a success pattern to a failure pattern). In other words, even if "C time reduction 2" is won in the first special symbol lottery, control is performed so as not to execute a performance announcing that a transition to the time reduction state has been decided.
[0231] If the special effect of the success pattern is executed, the player will assume that they will transition to the time-saving state, and may feel a great sense of loss if they win "Jackpot 3" in the subsequent first special pattern lottery and do not transition to the time-saving state. Therefore, by executing the special effect of the failure pattern instead of the special effect of the success pattern and not announcing the decision to transition to the time-saving state, it is possible to reduce the sense of loss felt by the player if they win "Jackpot 3" and do not transition to the time-saving state.
[0232] In this embodiment, as described above, the special effect is the appearance of a shutter, and there are provided a success pattern in which after the shutter closes, it is announced that a transition to the time-saving state has finally been decided, and a first failure pattern in which after the shutter closes, it is announced that a transition to the time-saving state has not finally been decided. If a first special symbol lottery is executed in the normal state, and while the first special symbol is showing a variable display related to the winning of "C time-saving 2," a first special random number value associated with a "jackpot" is withheld, it is possible to change (rewrite) the special effect to be executed from the success pattern to the first failure pattern.
[0233] In this case, the special effect of the failure pattern is executed, but when the first special symbol is stopped and displayed in a manner corresponding to "C time reduction 2," the game state internally transitions to the time reduction state. Therefore, in this case, too, in the time reduction state, a small right-hit display encouraging the player to hit the right may be displayed on the liquid crystal display 32.
[0234] In this embodiment, the effect control means 300 does not determine the execution of a pre-reading effect for the first special random number value acquired after the start of the variable display of the first special symbol "1326 times" in the very short time state. However, the effect control means 300 may be configured as follows. The special symbol selection means 230 performs a pre-determination process when the first special random number value is acquired to determine in which game state the variable display of the first special symbol based on the first special random number value will be executed. The effect control means 300 can execute a pre-reading effect lottery when the first special random number value is acquired. However, if the game state at that time is the very short time state and the acquired first special random number value is the first special random number value related to the variable display of the first special symbol in the normal state, the effect control means 300 controls not to determine the execution of a pre-reading effect for the first special random number value. As a result, an effect (pre-reading effect) that suggests the result of the first special symbol lottery in the normal state is not executed in the very short time state.
[0235] The micro-time-saving state is initiated by setting the stored value of the micro-time-saving counter 2916 to "1329," and "1" is subtracted from the stored value of the micro-time-saving counter 2916 each time a variable display of the first special symbol is performed. When the gaming machine is powered on and the gaming state is in the micro-time-saving state upon recovery from a power outage (power outage that does not involve RAM clearing), the presentation control means 300 determines that a condition is met based on the execution of a predetermined number of variable displays of the first special symbol (e.g., 100 times) in the micro-time-saving state after power recovery, and may cause the liquid crystal display 32 to display a display of the number of games remaining until the normal state begins. In this case, the presentation control means 300 displays a display of the number of games remaining based on the stored value of the micro-time-saving counter 2916, and the display of the number of games remaining includes, for example, a character string such as "200G left until Judge X" (where X is, for example, a character name, and Judge X is the name of the normal state presentation). When the remaining number of games is displayed, the player's motivation to play can be improved and the operating rate of the gaming machine can be increased compared to when the remaining number of games is not displayed.
[0236] In addition, if the remaining number of plays display is displayed immediately after power is restored, there is a possibility that players will look at the remaining number of plays display and decide whether or not to play on the gaming machine immediately after the gaming parlor opens. In other words, there is a possibility that players will look at the remaining number of plays display and avoid playing on the gaming machine immediately after the parlor opens, which will result in a decrease in the operating rate of the gaming machine. Therefore, by not displaying the remaining number of plays display until the first special symbol has been displayed a predetermined number of times (for example, 100 times) after power is restored, it is possible to prevent players from avoiding playing immediately after the parlor opens, and to increase the operating rate of the gaming machine.
[0237] The gaming machine of this embodiment is A gaming machine having a gaming area (gaming area 4) in which gaming media move, and in which gaming media are released into the gaming area in response to a player's operation, the gaming machine having lottery means (special symbol lottery means 230), state control means (game state transition control means 250), special game execution means (special game execution means 260), and presentation control means (presentation control means 300), The lottery means performs a first lottery (a first special symbol lottery) based on the game medium entering a first area (a first starting hole 46) provided in the game area, and performs a second lottery (a second special symbol lottery) based on the game medium entering a second area (a second starting hole 49) provided in the game area, The state control means controls the transition of a gaming state between a plurality of gaming states including a normal gaming state (normal state), a first specific gaming state (time-shortened state), a second specific gaming state (slightly time-shortened state), and a special gaming state; The special game execution means controls the execution of the special game in the special game state, and in the special game, a specific movable object (special device 56) operates in a state in which a game medium can enter a predetermined area (big prize opening 50) provided in the game area, The state control means When a specific result is obtained in the first lottery or the second lottery, the gaming state can be transitioned to the special gaming state, and after the special gaming state ends, the gaming state can be transitioned to the first specific gaming state; When a first result (C time reduction 2) is obtained in the first lottery in the normal gaming state, the gaming state can be transitioned to the first specific gaming state, When a second result (C time reduction 1) is obtained in the first lottery in the normal gaming state, the gaming state can be transitioned to the second specific gaming state, In the second specific gaming state, even if the first result is obtained in the first lottery, the gaming state is not shifted to the first specific gaming state, When a predetermined period of time has elapsed in the second specific gaming state, the gaming state can be transitioned to the normal gaming state, The performance control means A special effect can be executed in the normal gaming state to notify whether or not the transition to the first specific gaming state is possible, In the second specific gaming state, when a gaming medium enters the first area, a performance can be executed that suggests in advance the result of the first lottery corresponding to the entry of the gaming medium; In the second specific gaming state, at least an effect that suggests in advance the result of the first lottery that is executed in the normal gaming state after the predetermined period has elapsed is not executed.
[0238] The normal gaming state is a gaming state in which a transition to the first specific gaming state can occur depending on the result of the first lottery (if the first result is obtained). Furthermore, in the normal gaming state, a special effect is executed to notify whether a transition to the first specific gaming state is possible. If an effect suggesting the result of the first lottery executed in the normal gaming state in advance is executed in the second specific gaming state, the player may have excessive expectations in advance that a transition to the first specific gaming state will be determined in the normal gaming state (the special effect will notify the decision to transition to the first specific gaming state). If a player transitions to the normal gaming state with excessive expectations, and the result of the first lottery is the second result and the game does not transition to the first specific gaming state, the player may feel a great sense of loss. Furthermore, if the result of the first lottery executed in the normal gaming state is suggested in advance in the second specific gaming state, the player's expectations may be diminished when the game transitions to the normal gaming state and the special effect begins. Therefore, in the second specific gaming state, by not executing an effect that suggests the result of the first lottery executed in the normal gaming state in advance, it is possible to prevent the player from having excessive expectations in advance and to prevent the player's expectations in the normal gaming state from being damaged. In other words, it is possible to prevent the player's expectations for the normal gaming state from becoming too high or low in advance (it is possible to stabilize the expectations). This makes it possible to prevent a decrease in interest in the game.
[0239] The present invention is not limited to the above-described embodiments, and various modifications can be made without departing from the spirit of the invention. For example, the various controls are not limited to those of the above-described embodiments. Furthermore, the present invention allows for free combinations, modifications of each component, or omission of components within the scope of the invention. [Explanation of symbols]
[0240] 4 Gaming area 32 LCD display (performance display device) 46 First Starting Point (First Area) 49 Second Starting Hole (Second Area) 50 Large prize slots (designated area) 56 Special equipment (specified movable objects) 230 Special design lottery means (lottery means) 250 Game state transition control means (state control means) 260 Special game execution means 300 Production control means 304 Specific storage area
Claims
[Claim 1] A gaming machine having a game area in which game media move, and in which game media are released into the game area in response to a player's operation, the gaming machine comprising: a lottery means, a state control means, a special game execution means, a performance control means, and a specific memory area; the lottery means performs a first lottery based on the game medium entering a first area provided in the game area, and performs a second lottery based on the game medium entering a second area provided in the game area; the state control means controls transition of a gaming state among a plurality of gaming states including a normal gaming state, a first specific gaming state, a second specific gaming state, and a special gaming state; The normal gaming state and the second specific gaming state are gaming states in which playing a game using a gaming method that allows a game medium to land in the first area is more advantageous than playing a game using a gaming method that allows a game medium to land in the second area, the first specific gaming state is a gaming state in which playing a game using a gaming method that allows a gaming medium to land in the second area is more advantageous than playing a game using a gaming method that allows a gaming medium to land in the first area; The special game execution means controls the execution of the special game in the special game state, and in the special game, a specific movable object operates in a state in which a game medium can enter a predetermined area provided in the game area, The performance control means controls the execution of performance in the performance display device, The state control means When a specific result is obtained in the first lottery or the second lottery, the gaming state can be shifted to the special gaming state, and after the special gaming state ends, the gaming state can be shifted to the first specific gaming state; When a predetermined condition is met in the first specific gaming state, the first specific gaming state can be ended and the gaming state can be transitioned to the normal gaming state, When a first result is obtained in the first lottery in the normal gaming state, the gaming state can be transitioned to the first specific gaming state, When a second result is obtained in the first lottery in the normal gaming state, the gaming state can be transitioned to the second specific gaming state, In the second specific gaming state, even if the first result is obtained in the first lottery, the gaming state is not shifted to the first specific gaming state, The effect control means is capable of causing the effect display device to display, in the first specific game state, performance information based on the fact that the special game has been executed in the special game state to which the transition has been made after the specific result has been obtained in at least the first specific game state; the specific memory area is capable of retaining information relating to the performance information, and is configured to retain information relating to the performance information displayed at the end of the first specific gaming state; The presentation control means of the gaming machine is capable of displaying the performance information based on the information stored in the specific memory area when the first lottery is executed in the normal gaming state after the end of the first specific gaming state based on the fulfillment of the specified condition, and when the first result is obtained in the first lottery and the game transitions to the first specific gaming state.
Citation Information
Patent Citations
Game machine
JP2022049660A
Game machine
JP2023043790A